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component

Squircle Carousel

By Abhrajit Ray

Details

Summary

Squircle Carousel A horizontally flowing carousel where your images are masked behind a barrel-distorted grid of rounded cells.

Description

Squircle Carousel A horizontally flowing carousel where your images are masked behind a barrel-distorted grid of rounded cells. Drag, release, snap, with smooth inertia, edge-responsive radii, and built-in auto-play. Features: Drop-In Images: Upload any number of images through Framer's native image control. The carousel doubles them internally for seamless infinite scrolling. No duplication needed in your layout. Barrel Distortion: Cells near the center render at full scale, while those drifting toward the edges shrink via a Gaussian falloff. Edge cells also get larger corner radii, creating a soft, squircle-like flow across the entire strip. Drag Physics: Grab anywhere on the carousel and push it around. A LERP-based smoothing system catches the release with natural inertia, then snaps to the nearest image based on velocity or drag distance. Auto Play: Set it and forget it. Toggle auto-play on, choose direction (left or right), and dial in the interval from 300ms to 10 seconds. Arrow Navigation: Clean, customizable arrow buttons sit just below the carousel for accessibility. Fill color and icon color are both exposed as props. Full Control: Tune rows (2–8), columns per image (4–14), cell gap, base radius, and frame color. Toggle the edge vignette on or off to match any background. Responsive by Default: A built-in ResizeObserver rebuilds the grid the moment your layout changes. Cell dimensions recalculate live — no reload, no flicker. How It Works: Each image is subdivided into a grid of cells and rendered across virtual columns. A single requestAnimationFrame loop computes Gaussian-scaled positions every frame, updating only the visible window of cells (±30 around center) for performance. Drag input updates a target scroll position; the render loop LERPs toward it, producing that buttery follow feel. Snap points are computed from velocity and drag distance.

Introduction

Images, masked behind a squircle grid.

Rank history

Daily rank per list, from the first snapshot — lower is better.

120014001600177628/148/228/309/79/15
  • All · #7356