06Flick burst — a large jump in the scroll value within a short time scatters a burst of particles from that point
When the scroll value jumps sharply within a short window, the particle-count value spikes at that spot and scatters outward.
Best forA feedback background for a fast scroll gesture, a gamified background
FLICK_THRESHOLDBURST_COUNTflickWave

<main class="stage">
<div class="sp" id="sp">
<p class="sp__hint">
<svg class="sp__ico" viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M224 128a96 96 0 1 1-96-96a96 96 0 0 1 96 96" opacity=".2"/><path d="M232 128a104 104 0 0 1-208 0c0-41 23.81-78.36 60.66-95.27a8 8 0 0 1 6.68 14.54C60.15 61.59 40 93.27 40 128a88 88 0 0 0 176 0c0-34.73-20.15-66.41-51.34-80.73a8 8 0 0 1 6.68-14.54C208.19 49.64 232 87 232 128"/></g></svg>
<span>Flick the scroll fast and particles burst outward in that instant.</span>
</p>
<div class="sp__viewport" id="viewport" tabindex="0" role="region" aria-label="Particle burst scroll area">
<canvas class="sp__cv" id="cv" aria-hidden="true"></canvas>
<b class="sp__val" id="val" aria-hidden="true">0</b>
<div class="sp__track" aria-hidden="true"></div>
</div>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
// 변형 3개는 이 위 세 변수만 바꾼다. 계산 겹(방사 폭발·마찰 감쇠)은 index.html 의 burst()/step() 에 있다.
$duration: 2s;
$easing: $ease-out;
$color: $subject-blue-deep;
@include stage($stage-yellow);
.sp {
--particle-color: #{$color};
display: flex;
flex-direction: column;
align-items: center;
gap: $sp-2;
width: min(400px, 92vw);
}
.sp__hint {
display: flex;
align-items: center;
gap: $sp-2;
margin: 0;
color: rgba($stage-ink, .78);
font-size: 12px;
font-weight: 500;
line-height: 1.3;
}
.sp__ico {
width: 16px;
height: 16px;
flex: none;
color: $color;
}
.sp__viewport {
position: relative;
width: 100%;
height: 176px;
overflow-y: auto;
overflow-x: hidden;
border-radius: $r-card;
background: rgba($stage-ink, .07);
touch-action: pan-y;
scrollbar-width: thin;
}
.sp__cv {
position: sticky;
top: 0;
left: 0;
display: block;
width: 100%;
height: 176px;
}
.sp__track {
height: 320%;
}
.sp__val {
position: absolute;
top: $sp-2;
right: $sp-2;
padding: $sp-1 $sp-2;
border-radius: $r-pill;
background: rgba($stage-ink, .5);
color: $subject-cream;
font-size: 11px;
font-weight: 700;
line-height: 1.6;
pointer-events: none;
transition: opacity $duration $easing;
}
@media (max-width: 340px) {
.sp__hint { font-size: 11px; }
.sp__viewport, .sp__cv { height: 120px; }
}
@media (prefers-reduced-motion: reduce) {
.sp__viewport { scroll-behavior: auto; }
.sp__val { transition: none; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #ffd23f;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.sp {
--particle-color: #0a4fe8;
display: flex;
flex-direction: column;
align-items: center;
gap: 8px;
width: min(400px, 92vw);
}
.sp__hint {
display: flex;
align-items: center;
gap: 8px;
margin: 0;
color: rgba(23, 20, 26, 0.78);
font-size: 12px;
font-weight: 500;
line-height: 1.3;
}
.sp__ico {
width: 16px;
height: 16px;
flex: none;
color: #0a4fe8;
}
.sp__viewport {
position: relative;
width: 100%;
height: 176px;
overflow-y: auto;
overflow-x: hidden;
border-radius: 16px;
background: rgba(23, 20, 26, 0.07);
touch-action: pan-y;
scrollbar-width: thin;
}
.sp__cv {
position: sticky;
top: 0;
left: 0;
display: block;
width: 100%;
height: 176px;
}
.sp__track {
height: 320%;
}
.sp__val {
position: absolute;
top: 8px;
right: 8px;
padding: 4px 8px;
border-radius: 999px;
background: rgba(23, 20, 26, 0.5);
color: #fff7e6;
font-size: 11px;
font-weight: 700;
line-height: 1.6;
pointer-events: none;
transition: opacity 2s ease-out;
}
@media (max-width: 340px) {
.sp__hint {
font-size: 11px;
}
.sp__viewport, .sp__cv {
height: 120px;
}
}
@media (prefers-reduced-motion: reduce) {
.sp__viewport {
scroll-behavior: auto;
}
.sp__val {
transition: none;
}
}(function () {
var root = document.getElementById('sp');
var viewport = document.getElementById('viewport');
var cv = document.getElementById('cv');
var ctx = cv.getContext('2d');
var val = document.getElementById('val');
var reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
var isDemo = true;
function makeLcg(seed) {
var s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
var rng = makeLcg(99194853);
var css = getComputedStyle(root);
var PARTICLE_COLOR = css.getPropertyValue('--particle-color').trim() || '#17141a';
// 계산 겹: 방사 폭발 + 마찰 감쇠(burst-radiate-with-friction-decay) —
// 스크롤 속도가 문턱(FLICK_THRESHOLD)을 아래에서 위로 넘는 순간(플릭)마다 BURST_COUNT 개를
// 중심에서 방사형으로 쏘고, 이후 매 프레임 속도를 지수적으로 줄여(FRICTION) 멈춰 세운다.
var FLICK_THRESHOLD = 260; // 이 속도(px/s) 를 아래→위로 넘는 순간에만 새 폭발이 터진다
var BURST_COUNT = 40; // 플릭 한 번이 만드는 입자 수 (변형 대상 상수)
var BASE_SPEED = 60; // 방사 기본 속력 (px/s)
var SPEED_VAR = 90; // 방사 속력 편차 (px/s)
var FRICTION = 1.5; // 속도 감쇠율 (1/s)
var LIFE_MS = 1300;
var MAX_PARTICLES = 220;
var W = 0, H = 0, dpr = 1;
var particles = [];
var burstCount = 0;
function fit() {
var r = viewport.getBoundingClientRect();
dpr = window.devicePixelRatio || 1;
W = r.width; H = r.height;
cv.width = Math.round(W * dpr);
cv.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
var scrollPos = 0, scrollVel = 0, scrollDir = 0, idleMs = 0, lastTop = 0, lastT = 0, prevAbsVel = 0;
function sampleScroll(now) {
var top = viewport.scrollTop;
var max = Math.max(1, viewport.scrollHeight - viewport.clientHeight);
scrollPos = top / max;
var dt = lastT ? Math.max(1, now - lastT) : 16;
var v = (top - lastTop) / dt * 1000;
scrollVel += (v - scrollVel) * 0.4;
if (Math.abs(scrollVel) > 4) { scrollDir = scrollVel > 0 ? 1 : -1; idleMs = 0; } else { idleMs += dt; }
lastTop = top; lastT = now;
var absVel = Math.abs(scrollVel);
if (prevAbsVel < FLICK_THRESHOLD && absVel >= FLICK_THRESHOLD) burst(now);
prevAbsVel = absVel;
}
viewport.addEventListener('scroll', function () {
sampleScroll(performance.now());
if (reduce) paintStatic();
});
function human() { if (isDemo) { root.classList.remove('is-demo'); isDemo = false; } }
['wheel', 'touchstart', 'pointerdown'].forEach(function (evt) {
viewport.addEventListener(evt, human, { passive: true });
});
function burst(now) {
burstCount++;
for (var i = 0; i < BURST_COUNT; i++) {
var ang = rng() * Math.PI * 2;
var speed = BASE_SPEED + rng() * SPEED_VAR;
particles.push({
x: W / 2, y: H / 2,
vx: Math.cos(ang) * speed,
vy: Math.sin(ang) * speed,
r: 1.2 + rng() * 2.2,
born: now
});
}
if (particles.length > MAX_PARTICLES) particles.splice(0, particles.length - MAX_PARTICLES);
}
function step(now, dtSec) {
var decay = Math.exp(-FRICTION * dtSec);
for (var i = particles.length - 1; i >= 0; i--) {
var p = particles[i];
p.vx *= decay; p.vy *= decay;
p.x += p.vx * dtSec;
p.y += p.vy * dtSec;
if (now - p.born > LIFE_MS) particles.splice(i, 1);
}
}
function paint(now) {
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = PARTICLE_COLOR;
for (var i = 0; i < particles.length; i++) {
var p = particles[i];
var t = (now - p.born) / LIFE_MS;
ctx.globalAlpha = Math.max(0, 1 - t) * 0.9;
ctx.beginPath(); ctx.arc(p.x, p.y, p.r, 0, Math.PI * 2); ctx.fill();
}
ctx.globalAlpha = 1;
}
function updateVal() { val.textContent = String(burstCount); }
function paintStatic() {
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = PARTICLE_COLOR;
var n = 14;
var rad = 10 + scrollPos * 50;
for (var i = 0; i < n; i++) {
var ang = (i / n) * Math.PI * 2;
var x = W / 2 + Math.cos(ang) * rad;
var y = H / 2 + Math.sin(ang) * rad;
ctx.globalAlpha = 0.65;
ctx.beginPath(); ctx.arc(x, y, 2, 0, Math.PI * 2); ctx.fill();
}
ctx.globalAlpha = 1;
updateVal();
}
var lastFrameT = 0;
function frame(now) {
if (!lastFrameT) lastFrameT = now;
var dtSec = Math.min(0.05, (now - lastFrameT) / 1000);
lastFrameT = now;
step(now, dtSec);
paint(now);
updateVal();
requestAnimationFrame(frame);
}
var DRIVE_PERIOD_MS = 2000;
var driveStart = 0;
function flickWave(frac) {
// 급상승·급하강(플릭) 세 번과 그 사이 정지 유지를 반복하는 구동 파형 —
// 정지 구간마다 직전 폭발이 마찰로 가라앉는 모습을 보여준다
if (frac < 0.06) return (frac / 0.06) * 0.35;
if (frac < 0.2) return 0.35;
if (frac < 0.26) return 0.35 + (frac - 0.2) / 0.06 * 0.65;
if (frac < 0.5) return 1;
if (frac < 0.56) return 1 - (frac - 0.5) / 0.06 * 0.6;
if (frac < 0.8) return 0.4;
return 0.4 * (1 - (frac - 0.8) / 0.2);
}
function driveTick(now) {
if (!driveStart) driveStart = now;
if (isDemo && !reduce) {
var frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
var w = flickWave(frac);
var max = Math.max(1, viewport.scrollHeight - viewport.clientHeight);
viewport.scrollTop = w * max;
}
requestAnimationFrame(driveTick);
}
window.addEventListener('resize', fit);
fit();
if (reduce) {
root.classList.add('is-still');
sampleScroll(performance.now());
paintStatic();
} else {
requestAnimationFrame(frame);
requestAnimationFrame(driveTick);
}
})();// BurstFlick — vanilla 판(run/370/demo/06-scroll-particle-burst-flick/index.html) 의 React 포트.
// 계산 겹: 방사 폭발 + 마찰 감쇠(burst-radiate-with-friction-decay) —
// 스크롤 속도가 문턱(FLICK_THRESHOLD)을 아래에서 위로 넘는 순간(플릭)마다 BURST_COUNT 개를
// 중심에서 방사형으로 쏘고, 이후 매 프레임 속도를 지수적으로 줄여(FRICTION) 멈춰 세운다.
import { useEffect, useRef } from "react";
import styles from "./BurstFlick.module.scss";
type Box<T> = { current: T };
interface Particle { x: number; y: number; vx: number; vy: number; r: number; born: number; }
export default function BurstFlick() {
const rootRef = useRef(null) as unknown as Box<HTMLDivElement>;
const viewportRef = useRef(null) as unknown as Box<HTMLDivElement>;
const canvasRef = useRef(null) as unknown as Box<HTMLCanvasElement>;
const valRef = useRef(null) as unknown as Box<HTMLElement>;
const rafFrameRef = useRef(0) as unknown as Box<number>;
const rafDriveRef = useRef(0) as unknown as Box<number>;
useEffect(() => {
const root = rootRef.current;
const viewport = viewportRef.current;
const canvas = canvasRef.current;
const val = valRef.current;
if (!root || !viewport || !canvas || !val) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const reduce = window.matchMedia("(prefers-reduced-motion: reduce)").matches;
let isDemo = true;
function makeLcg(seed: number) {
let s = seed >>> 0;
return function () { s = (s * 1664525 + 1013904223) >>> 0; return s / 4294967296; };
}
const rng = makeLcg(99194853);
const css = getComputedStyle(root);
const PARTICLE_COLOR = css.getPropertyValue("--particle-color").trim() || "#17141a";
const FLICK_THRESHOLD = 260;
const BURST_COUNT = 40;
const BASE_SPEED = 60;
const SPEED_VAR = 90;
const FRICTION = 1.5;
const LIFE_MS = 1300;
const MAX_PARTICLES = 220;
let W = 0, H = 0, dpr = 1;
let particles: Particle[] = [];
let burstCount = 0;
function fit() {
const r = viewport!.getBoundingClientRect();
dpr = window.devicePixelRatio || 1;
W = r.width; H = r.height;
canvas!.width = Math.round(W * dpr);
canvas!.height = Math.round(H * dpr);
ctx!.setTransform(dpr, 0, 0, dpr, 0, 0);
}
function burst(now: number) {
burstCount++;
for (let i = 0; i < BURST_COUNT; i++) {
const ang = rng() * Math.PI * 2;
const speed = BASE_SPEED + rng() * SPEED_VAR;
particles.push({
x: W / 2, y: H / 2,
vx: Math.cos(ang) * speed,
vy: Math.sin(ang) * speed,
r: 1.2 + rng() * 2.2,
born: now,
});
}
if (particles.length > MAX_PARTICLES) particles.splice(0, particles.length - MAX_PARTICLES);
}
let scrollPos = 0, scrollVel = 0, scrollDir = 0, idleMs = 0, lastTop = 0, lastT = 0, prevAbsVel = 0;
function sampleScroll(now: number) {
const top = viewport!.scrollTop;
const max = Math.max(1, viewport!.scrollHeight - viewport!.clientHeight);
scrollPos = top / max;
const dt = lastT ? Math.max(1, now - lastT) : 16;
const v = (top - lastTop) / dt * 1000;
scrollVel += (v - scrollVel) * 0.4;
if (Math.abs(scrollVel) > 4) { scrollDir = scrollVel > 0 ? 1 : -1; idleMs = 0; } else { idleMs += dt; }
lastTop = top; lastT = now;
const absVel = Math.abs(scrollVel);
if (prevAbsVel < FLICK_THRESHOLD && absVel >= FLICK_THRESHOLD) burst(now);
prevAbsVel = absVel;
}
function onScroll() {
sampleScroll(performance.now());
if (reduce) paintStatic();
}
viewport.addEventListener("scroll", onScroll);
function human() { if (isDemo) { isDemo = false; } }
viewport.addEventListener("wheel", human, { passive: true });
viewport.addEventListener("touchstart", human, { passive: true });
viewport.addEventListener("pointerdown", human, { passive: true });
function step(now: number, dtSec: number) {
const decay = Math.exp(-FRICTION * dtSec);
for (let i = particles.length - 1; i >= 0; i--) {
const p = particles[i];
p.vx *= decay; p.vy *= decay;
p.x += p.vx * dtSec;
p.y += p.vy * dtSec;
if (now - p.born > LIFE_MS) particles.splice(i, 1);
}
}
function paint(now: number) {
ctx!.clearRect(0, 0, W, H);
ctx!.fillStyle = PARTICLE_COLOR;
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
const t = (now - p.born) / LIFE_MS;
ctx!.globalAlpha = Math.max(0, 1 - t) * 0.9;
ctx!.beginPath(); ctx!.arc(p.x, p.y, p.r, 0, Math.PI * 2); ctx!.fill();
}
ctx!.globalAlpha = 1;
}
function updateVal() { val!.textContent = String(burstCount); }
function paintStatic() {
ctx!.clearRect(0, 0, W, H);
ctx!.fillStyle = PARTICLE_COLOR;
const n = 14;
const rad = 10 + scrollPos * 50;
for (let i = 0; i < n; i++) {
const ang = (i / n) * Math.PI * 2;
const x = W / 2 + Math.cos(ang) * rad;
const y = H / 2 + Math.sin(ang) * rad;
ctx!.globalAlpha = 0.65;
ctx!.beginPath(); ctx!.arc(x, y, 2, 0, Math.PI * 2); ctx!.fill();
}
ctx!.globalAlpha = 1;
updateVal();
}
let lastFrameT = 0;
function frame(now: number) {
if (!lastFrameT) lastFrameT = now;
const dtSec = Math.min(0.05, (now - lastFrameT) / 1000);
lastFrameT = now;
step(now, dtSec);
paint(now);
updateVal();
rafFrameRef.current = requestAnimationFrame(frame);
}
const DRIVE_PERIOD_MS = 2000;
let driveStart = 0;
function flickWave(frac: number) {
// 급상승·급하강(플릭) 세 번과 그 사이 정지 유지를 반복하는 구동 파형 —
// 정지 구간마다 직전 폭발이 마찰로 가라앉는 모습을 보여준다
if (frac < 0.06) return (frac / 0.06) * 0.35;
if (frac < 0.2) return 0.35;
if (frac < 0.26) return 0.35 + (frac - 0.2) / 0.06 * 0.65;
if (frac < 0.5) return 1;
if (frac < 0.56) return 1 - (frac - 0.5) / 0.06 * 0.6;
if (frac < 0.8) return 0.4;
return 0.4 * (1 - (frac - 0.8) / 0.2);
}
function driveTick(now: number) {
if (!driveStart) driveStart = now;
if (isDemo && !reduce) {
const frac = ((now - driveStart) % DRIVE_PERIOD_MS) / DRIVE_PERIOD_MS;
const w = flickWave(frac);
const max = Math.max(1, viewport!.scrollHeight - viewport!.clientHeight);
viewport!.scrollTop = w * max;
}
rafDriveRef.current = requestAnimationFrame(driveTick);
}
function onResize() { fit(); }
window.addEventListener("resize", onResize);
fit();
if (reduce) {
sampleScroll(performance.now());
paintStatic();
} else {
rafFrameRef.current = requestAnimationFrame(frame);
rafDriveRef.current = requestAnimationFrame(driveTick);
}
return () => {
window.removeEventListener("resize", onResize);
viewport.removeEventListener("scroll", onScroll);
viewport.removeEventListener("wheel", human);
viewport.removeEventListener("touchstart", human);
viewport.removeEventListener("pointerdown", human);
cancelAnimationFrame(rafFrameRef.current);
cancelAnimationFrame(rafDriveRef.current);
};
}, []);
return (
<main className={styles.stage}>
<div className={styles.root} ref={rootRef}>
<p className={styles.hint}>
<svg className={styles.icon} viewBox="0 0 256 256" aria-hidden="true"><g fill="currentColor"><path d="M224 128a96 96 0 1 1-96-96a96 96 0 0 1 96 96" opacity=".2" /><path d="M232 128a104 104 0 0 1-208 0c0-41 23.81-78.36 60.66-95.27a8 8 0 0 1 6.68 14.54C60.15 61.59 40 93.27 40 128a88 88 0 0 0 176 0c0-34.73-20.15-66.41-51.34-80.73a8 8 0 0 1 6.68-14.54C208.19 49.64 232 87 232 128" /></g></svg>
<span>휙 튕기듯 빠르게 끌면 그 순간 입자가 방사형으로 터집니다</span>
</p>
<div className={styles.viewport} ref={viewportRef} tabIndex={0} role="region" aria-label="입자 폭발 스크롤 영역">
<canvas className={styles.canvas} ref={canvasRef} aria-hidden="true" />
<b className={styles.val} ref={valRef} aria-hidden="true">0</b>
<div className={styles.track} aria-hidden="true" />
</div>
</div>
</main>
);
}06 Flick burst — a large jump in the scroll value within a short time scatters a burst of particles from that point — Measured area 3.719% · moving frames 12/23Original by GODRICH · SCSS and React ship in the zip · Moving Particles Background CSS: 9 Scroll Scenes
The post this demo lives in
Moving Particles Background CSS: 9 Scroll ScenesNine moving particles background CSS scenes: one speeds spawn with scroll velocity, one shifts each particle by depth, a See all demos in this post
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