Preview
Best cash out 0.00×
First pick 88% safe
"use client";
import { useState } from "react";
import { formatMultiplier, Mines } from "@/components/motion/mines";
export function MinesPreview() {
const [best, setBest] = useState(0);
return (
<div className="flex w-full max-w-md flex-col items-center gap-3">
<p className="text-sm text-muted-foreground tabular-nums">
Best cash out <span className="font-medium text-foreground">{formatMultiplier(best)}</span>
</p>
<Mines onCashOut={(multiplier) => setBest((value) => Math.max(value, multiplier))} />
</div>
);
}
"use client";
// beui.dev/casino/mines
import { Gem, Volume2, VolumeX } from "lucide-react";
import { AnimatePresence, motion, useAnimate, useReducedMotion } from "motion/react";
import { type KeyboardEvent, type ReactNode, useEffect, useRef, useState } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import {
AdaptiveStepper,
AdaptiveStepperDecrement,
AdaptiveStepperIncrement,
AdaptiveStepperValue,
} from "@/components/motion/adaptive-stepper";
import { Button } from "@/components/motion/button";
import { NumberTicker } from "@/components/motion/number-ticker";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds, type GameSounds } from "@/lib/game-sounds";
import { PresenceGate, type PresenceGateRenderProps } from "@/lib/presence-gate";
import { cn } from "@/lib/utils";
export type MinesTile = "gem" | "mine";
export interface MinesProps {
/** Tiles per side, rounded, at least 2. Default 5 (a 5 × 5 board). Changing it ends the round. */
size?: number;
/** Mines on the board (controlled), rounded and kept between 1 and tiles − 1. Takes effect from the next round. */
mines?: number;
/** Initial mine count when uncontrolled. Default 3. */
defaultMines?: number;
/** Called when the mine count changes between rounds. */
onMinesChange?: (mines: number) => void;
/** Called for every tile picked during a round; a mine reports multiplier 0 and ends it. */
onReveal?: (tile: number, result: MinesTile, multiplier: number) => void;
/** Called when the player cashes out, or clears every gem. */
onCashOut?: (multiplier: number, gems: number) => void;
/** Play synthesized sounds (controlled): gem chimes, a mine blast and a cash-out arpeggio. */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Show the result card when a round ends. Default true. */
showResult?: boolean;
/** Accessible name for the game. Default "Mines". */
"aria-label"?: string;
className?: string;
}
type Phase = "idle" | "playing" | "busted" | "cashed";
/**
* Fair payout after `gems` safe picks on a board of `tiles` with `mines`:
* the inverse of the chance of picking that many gems in a row. `mines` is
* kept between 0 and tiles − 1 and `gems` between 0 and the safe tiles, so
* the result is always finite.
*/
export function minesMultiplier(tiles: number, mines: number, gems: number) {
const safeMines = Math.max(0, Math.min(Math.round(mines), tiles - 1));
const safeGems = Math.max(0, Math.min(Math.round(gems), tiles - safeMines));
let multiplier = 1;
for (let i = 0; i < safeGems; i++) multiplier *= (tiles - i) / (tiles - safeMines - i);
return multiplier;
}
// Revealed icons arrive from a quarter size, transparent and blurred, on a
// spring with no bounce. A round's closing reveal ripples outward from the
// last pick, one ring of tiles every 25ms.
const ICON_SPRING = { type: "spring", duration: 0.3, bounce: 0 } as const;
const RIPPLE_STEP = 0.025;
// A mine shakes once, quickly: 300ms, settling to rest.
const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
// A found gem's tile springs back from a slight squash.
const GEM_POP = { type: "spring", duration: 0.35, bounce: 0.4 } as const;
// The cash-out pulse runs through the picked gems 40ms apart over 350ms, in
// seconds. The result opens once the last tile's closing animation is done.
const PULSE_STEP = 0.04;
const PULSE_TIME = 0.35;
// Exits are shorter than entrances.
const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
/**
* A mines board: pick tiles to find gems, each raising the multiplier, and
* cash out before you hit a mine. The round's end reveals every tile.
*/
export function Mines({
size: sizeProp = 5,
mines: minesProp,
defaultMines = 3,
onMinesChange,
onReveal,
onCashOut,
sound,
defaultSound = false,
onSoundChange,
showResult = true,
"aria-label": ariaLabel = "Mines",
className,
}: MinesProps) {
const reduce = useReducedMotion() ?? false;
const size = Math.max(2, Math.round(sizeProp) || 2);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && size !== sizeProp)
console.warn(`Mines: size must be a whole number of at least 2; using ${size}.`);
}, [size, sizeProp]);
const tiles = size * size;
const [internalMines, setInternalMines] = useState(defaultMines);
const chosenMines = Math.min(Math.max(1, Math.round(minesProp ?? internalMines) || 1), tiles - 1);
const [phase, setPhase] = useState<Phase>("idle");
const [mineSet, setMineSet] = useState<ReadonlySet<number>>(new Set());
const [picked, setPicked] = useState<number[]>([]);
const [cursor, setCursor] = useState(0);
const [announcement, setAnnouncement] = useState("");
const [resultOpen, setResultOpen] = useState(false);
const sectionRef = useRef<HTMLElement>(null);
const mainButtonRef = useRef<HTMLButtonElement>(null);
const tileRefs = useRef<(HTMLButtonElement | null)[]>([]);
const [, animate] = useAnimate();
// Only sets state, so the render-time size reset below can call it.
const resetBoard = () => {
setPhase("idle");
setPicked([]);
setMineSet(new Set());
setResultOpen(false);
};
// A new size renumbers every tile, so the mines placed for the old board no
// longer match it. End the round in the same render.
const [boardSize, setBoardSize] = useState(size);
if (boardSize !== size) {
setBoardSize(size);
resetBoard();
setCursor(0);
}
// Once a round starts, its payout follows the mines actually on the board,
// even if a controlled `mines` changes before the next round.
const mines = phase === "idle" ? chosenMines : mineSet.size;
const gems = picked.filter((tile) => !mineSet.has(tile)).length;
const multiplier = minesMultiplier(tiles, mines, gems);
const next = minesMultiplier(tiles, mines, gems + 1);
const over = phase === "busted" || phase === "cashed";
// Chance the next pick is a gem.
const safe = (tiles - mines - gems) / (tiles - gems);
const lastPick = picked.at(-1) ?? Math.floor(tiles / 2);
// Turning showResult off hides an open ticket too.
const resultShown = resultOpen && showResult && over;
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const player = useRef<GameSounds | null>(null);
const getPlayer = () => {
if (!player.current) player.current = createGameSounds();
return player.current;
};
useEffect(
() => () => {
player.current?.dispose();
player.current = null;
},
[],
);
const setMines = (value: number) => {
// A finished board shows the old count's mines; clear it for the new one.
if (over) resetBoard();
if (minesProp === undefined) setInternalMines(value);
onMinesChange?.(value);
};
const closeResult = () => {
setResultOpen(false);
mainButtonRef.current?.focus();
};
const start = () => {
resetBoard();
// Mines are placed when the round starts, never on the server.
const order = Array.from({ length: tiles }, (_, i) => i);
for (let i = order.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[order[i], order[j]] = [order[j], order[i]];
}
setMineSet(new Set(order.slice(0, chosenMines)));
setPhase("playing");
if (!reduce) {
tileRefs.current.forEach((tile, index) => {
if (!tile) return;
const wave = Math.floor(index / size) + (index % size);
animate(tile, { scale: [0.94, 1], opacity: [0.5, 1] }, { duration: 0.2, delay: wave * 0.025, ease: EASE_OUT });
});
}
setAnnouncement(`Round started with ${chosenMines} ${chosenMines === 1 ? "mine" : "mines"}.`);
if (soundOn) getPlayer().prepare();
};
const cashOut = (finalGems = gems) => {
if (phase !== "playing" || finalGems === 0) return;
const value = minesMultiplier(tiles, mines, finalGems);
setPhase("cashed");
setAnnouncement(`Cashed out at ${formatMultiplier(value)}.`);
if (soundOn) getPlayer().cashOut();
onCashOut?.(value, finalGems);
};
const pick = (tile: number) => {
if (phase !== "playing" || picked.includes(tile)) return;
setPicked((current) => [...current, tile]);
if (mineSet.has(tile)) {
setPhase("busted");
setAnnouncement("Mine. The round is over.");
if (soundOn) getPlayer().mine();
onReveal?.(tile, "mine", 0);
return;
}
const found = gems + 1;
const node = tileRefs.current[tile];
if (node && !reduce) animate(node, { scale: [0.92, 1] }, GEM_POP);
const value = minesMultiplier(tiles, mines, found);
if (soundOn) getPlayer().gem(found);
onReveal?.(tile, "gem", value);
if (found === tiles - mines) {
cashOut(found);
return;
}
setAnnouncement(`Gem. ${formatMultiplier(value)}.`);
};
const onKeyDown = (event: KeyboardEvent<HTMLButtonElement>, tile: number) => {
const row = Math.floor(tile / size);
const col = tile % size;
const target = {
ArrowRight: row * size + Math.min(size - 1, col + 1),
ArrowLeft: row * size + Math.max(0, col - 1),
ArrowDown: Math.min(size - 1, row + 1) * size + col,
ArrowUp: Math.max(0, row - 1) * size + col,
Home: row * size,
End: row * size + size - 1,
}[event.key];
if (target === undefined) return;
event.preventDefault();
setCursor(target);
tileRefs.current[target]?.focus();
};
// When the board's closing animation ends, in seconds: unpicked tiles
// reveal in a ripple from the last pick, and picked gems pulse on a cash out.
let closingEnd = 0;
if (over) {
for (let tile = 0; tile < tiles; tile++) {
const order = picked.indexOf(tile);
const end =
order === -1
? ringFrom(lastPick, tile, size) * RIPPLE_STEP + ICON_SPRING.duration
: phase === "cashed" && !reduce
? order * PULSE_STEP + PULSE_TIME
: 0;
closingEnd = Math.max(closingEnd, end);
}
}
// The ticket rises once the closing animation has played. A timer, not an
// animation callback, so a cut-short animation can't keep it shut; a new
// round or a reset clears it.
useEffect(() => {
if (!over || !showResult) return;
const id = setTimeout(() => {
// The main button already says Play again, so a player still on the
// board lands there. Focus elsewhere on the page stays put.
if (sectionRef.current?.contains(document.activeElement)) mainButtonRef.current?.focus({ preventScroll: true });
setResultOpen(true);
}, closingEnd * 1000);
return () => clearTimeout(id);
}, [over, showResult, closingEnd]);
const toggleSound = () => {
const nextSound = !soundOn;
if (nextSound) getPlayer().prepare();
if (sound === undefined) setInternalSound(nextSound);
onSoundChange?.(nextSound);
};
return (
<section
ref={sectionRef}
aria-label={ariaLabel}
className={cn("flex w-full max-w-md flex-col gap-4", className)}
onKeyDown={(event) => {
if (event.key !== "Escape" || !resultShown) return;
// Escape is used up here; an enclosing dialog must not close too.
event.stopPropagation();
closeResult();
}}
>
<div className="flex flex-wrap items-center justify-between gap-3">
<AdaptiveStepper
value={chosenMines}
onValueChange={setMines}
min={1}
max={tiles - 1}
disabled={phase === "playing"}
formatValueText={(value) => `${value} ${value === 1 ? "mine" : "mines"}`}
aria-label="Mine count"
>
<AdaptiveStepperDecrement />
<AdaptiveStepperValue>
{(value) => (
<span className="inline-flex items-center gap-1.5">
<MineIcon className="size-4 text-muted-foreground" />
{value}
</span>
)}
</AdaptiveStepperValue>
<AdaptiveStepperIncrement />
</AdaptiveStepper>
<div className="text-right">
<div className="text-2xl font-semibold text-foreground">
{phase === "busted" ? (
// The multiplier is lost: struck through, as on the ticket. A plain
// span, since a line-through skips the ticker's inline-block digits.
<span className="text-muted-foreground tabular-nums line-through decoration-2">
{formatMultiplier(multiplier)}
</span>
) : (
<NumberTicker value={multiplier} decimals={2} format={compact} suffix="×" startOnView={false} duration={0.35} />
)}
</div>
<p className="flex items-center justify-end gap-1.5 text-xs text-muted-foreground tabular-nums">
{over ? (
phase === "busted" ? "Multiplier lost" : "Multiplier"
) : (
<>
<OddsRing safe={safe} reduce={reduce} />
{phase === "playing"
? `${Math.round(safe * 100)}% safe · next ${formatMultiplier(next)}`
: `First pick ${Math.round(safe * 100)}% safe`}
</>
)}
</p>
</div>
</div>
{/* Board panel: 12px tiles + 12px padding give the 24px outer radius. */}
<div className="relative rounded-3xl bg-muted/40 p-3">
{/* Under the result card the tiles leave the tab order. */}
<fieldset
inert={resultShown}
className="m-0 grid min-w-0 gap-2 border-0 p-0"
style={{ gridTemplateColumns: `repeat(${size}, minmax(0, 1fr))` }}
>
<legend className="sr-only">Tiles</legend>
{Array.from({ length: tiles }, (_, tile) => {
const isPicked = picked.includes(tile);
const isMine = mineSet.has(tile);
const shown = isPicked || over;
const content: MinesTile | null = shown ? (isMine ? "mine" : "gem") : null;
const hit = isPicked && isMine;
const row = Math.floor(tile / size);
const col = tile % size;
const ripple = ringFrom(lastPick, tile, size);
const order = picked.indexOf(tile);
const celebrate = phase === "cashed" && isPicked && !reduce;
const interactive = phase === "playing" && !isPicked;
return (
<motion.button
// biome-ignore lint/suspicious/noArrayIndexKey: tiles are positional
key={tile}
ref={(node) => {
tileRefs.current[tile] = node;
}}
type="button"
tabIndex={tile === cursor ? 0 : -1}
aria-disabled={!interactive}
aria-label={`Row ${row + 1}, column ${col + 1}, ${tileState(content, isPicked, order)}`}
onFocus={() => setCursor(tile)}
onClick={() => pick(tile)}
onKeyDown={(event) => onKeyDown(event, tile)}
animate={hit && !reduce ? { x: [0, -5, 5, -3, 3, 0] } : { x: 0 }}
transition={SHAKE}
className={cn(
"relative grid aspect-square place-items-center rounded-xl border outline-none",
// The mine's shockwave paints over its neighbours.
hit && "z-10",
"transition-[translate,scale,background-color,border-color] duration-150 ease-out",
"focus-visible:ring-2 focus-visible:ring-ring",
interactive
? "cursor-pointer border-border bg-card hover:-translate-y-0.5 hover:border-(--color-border-strong) active:scale-[0.96]"
: "cursor-default border-transparent",
!interactive && !shown && "bg-card/60",
content === "gem" && (isPicked ? "bg-primary/15" : "bg-card/40"),
content === "mine" && (hit ? "bg-rose-500/20" : "bg-card/40"),
)}
>
{hit && !reduce ? (
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-0 rounded-xl border-2 border-rose-500"
initial={{ scale: 1, opacity: 0.7 }}
animate={{ scale: 1.7, opacity: 0 }}
transition={{ duration: 0.45, ease: EASE_OUT }}
/>
) : null}
{isPicked && !isMine ? (
<motion.span
aria-hidden="true"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.15, ease: EASE_OUT, delay: 0.1 }}
className="absolute top-1.5 left-2 text-[10px] font-medium text-primary/70 tabular-nums"
>
{order + 1}
</motion.span>
) : null}
<AnimatePresence initial={false}>
{content ? (
<motion.span
key={content}
aria-hidden="true"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25, filter: "blur(4px)" }}
animate={
celebrate
? { opacity: 1, scale: [1, 1.2, 1], filter: "blur(0px)" }
: { opacity: isPicked ? 1 : 0.4, scale: 1, filter: "blur(0px)" }
}
exit={reduce ? { opacity: 0, transition: EXIT } : { opacity: 0, scale: 0.9, transition: EXIT }}
transition={
celebrate
? { duration: PULSE_TIME, ease: EASE_OUT, delay: order * PULSE_STEP }
: { ...ICON_SPRING, delay: isPicked ? 0 : ripple * RIPPLE_STEP }
}
className={cn(
"grid place-items-center",
content === "gem" ? "text-primary" : "text-rose-500 dark:text-rose-400",
)}
>
{content === "gem" ? (
<Gem className="size-[45%] min-h-5 min-w-5" strokeWidth={2} />
) : (
<MineIcon className="size-[45%] min-h-5 min-w-5" />
)}
</motion.span>
) : null}
</AnimatePresence>
</motion.button>
);
})}
</fieldset>
<AnimatePresence>
{resultShown ? (
<PresenceGate key="result">
{({ gate }) => (
<ResultCard
gate={gate}
outcome={phase === "cashed" ? "cashed" : "busted"}
multiplier={multiplier}
gems={gems}
safeTiles={tiles - mines}
mines={mines}
size={size}
picked={picked}
mineSet={mineSet}
reduce={reduce}
onClose={closeResult}
/>
)}
</PresenceGate>
) : null}
</AnimatePresence>
</div>
<div className="flex items-center gap-2">
{/* aria-disabled, not disabled: Start turns into this button, and a
disabled button would drop the keyboard focus that pressed it. */}
<Button
ref={mainButtonRef}
className="flex-1 aria-disabled:cursor-not-allowed aria-disabled:opacity-50"
pressScale={0.96}
aria-disabled={(phase === "playing" && gems === 0) || undefined}
onClick={() => (phase === "playing" ? cashOut() : start())}
>
{phase === "playing" ? `Cash out ${formatMultiplier(multiplier)}` : over ? "Play again" : "Start"}
</Button>
{/* aria-label names the button; the tooltip shows the same label on hover
and focus. Tooltip's asLabel would hydrate differently from the server. */}
<Tooltip content="Sound" side="top">
<Button
variant="secondary"
onClick={toggleSound}
aria-label="Sound"
aria-pressed={soundOn}
pressScale={0.96}
className={cn("w-10 px-0", soundOn ? "text-foreground" : "text-muted-foreground")}
>
<ActionSwapCascadeIcon value={soundOn ? "on" : "off"} className="size-4">
{soundOn ? <Volume2 aria-hidden="true" className="size-4" /> : <VolumeX aria-hidden="true" className="size-4" />}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
// The ticket's tear line sits this far down; the side notches are cut there.
const TEAR = 104;
const NOTCH_MASK = `radial-gradient(circle 9px at 0 ${TEAR}px, transparent 98%, black), radial-gradient(circle 9px at 100% ${TEAR}px, transparent 98%, black)`;
// Rises with a little settle (a rare, end-of-round moment), leaves quickly.
const CARD_IN = { type: "spring", duration: 0.4, bounce: 0.15 } as const;
const CARD_OUT = { duration: 0.15, ease: EASE_OUT } as const;
interface ResultProps {
gate: PresenceGateRenderProps["gate"];
outcome: "cashed" | "busted";
multiplier: number;
gems: number;
safeTiles: number;
mines: number;
size: number;
picked: number[];
mineSet: ReadonlySet<number>;
reduce: boolean;
onClose: () => void;
}
/**
* The end-of-round summary over a dimmed board. It has no buttons: the main
* action below the board already says Play again, and tapping anywhere on
* the board (or Escape) puts the card away to study the board.
*/
function ResultCard(props: ResultProps) {
const { gate, reduce, onClose } = props;
return (
<>
<motion.button
type="button"
aria-label="Hide result and show the board"
onClick={onClose}
{...gate}
className="absolute inset-0 z-20 cursor-default rounded-3xl bg-background/55 outline-none backdrop-blur-[2px] focus-visible:ring-2 focus-visible:ring-ring"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: CARD_OUT }}
transition={{ duration: 0.2, ease: EASE_OUT }}
/>
<div
inert={gate.inert}
className="pointer-events-none absolute inset-0 z-20 grid place-items-center p-4"
>
<motion.div
role="group"
aria-label="Round result"
// Sized here: the ticket is a size container, so it can't take its
// width from its contents.
className={cn("w-full max-w-[17rem]", TICKET_SHADOW)}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 16, scale: 0.96 }}
animate={{ opacity: 1, y: 0, scale: 1 }}
exit={reduce ? { opacity: 0, transition: CARD_OUT } : { opacity: 0, y: 8, scale: 0.98, transition: CARD_OUT }}
transition={reduce ? { duration: 0.2 } : CARD_IN}
>
<Ticket {...props} />
</motion.div>
</div>
</>
);
}
// Inside the ticket, chunks arrive in reading order: outcome, multiplier,
// stats, then the run replays on the mini map in pick order.
const STAGE = { duration: 0.25, ease: EASE_OUT } as const;
const REPLAY_START = 0.3;
const REPLAY_STEP = 0.05;
// Mini map cells pop in with a small overshoot: each is 8px, so a bounce
// reads as a cell landing rather than a wobble.
const CELL_SPRING = { type: "spring", duration: 0.3, bounce: 0.3 } as const;
function Stage({ delay, reduce, className, children }: { delay: number; reduce: boolean; className?: string; children: ReactNode }) {
return (
<motion.div
className={className}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ ...STAGE, delay: reduce ? 0 : delay }}
>
{children}
</motion.div>
);
}
function MiniMap({ size, picked, mineSet, reduce }: Pick<ResultProps, "size" | "picked" | "mineSet" | "reduce">) {
const hit = picked.at(-1);
// 8px cells 3px apart, kept within 88px so big boards leave the stats room.
const gap = size > 10 ? 1 : 3;
return (
<div
aria-hidden="true"
className="grid shrink-0"
style={{ gridTemplateColumns: `repeat(${size}, minmax(0, 1fr))`, gap, width: Math.min(88, size * 8 + (size - 1) * gap) }}
>
{Array.from({ length: size * size }, (_, tile) => {
const isMine = mineSet.has(tile);
const isPicked = picked.includes(tile);
const order = picked.indexOf(tile);
return (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: tiles are positional
key={tile}
initial={isPicked && !reduce ? { opacity: 0, scale: 0.4 } : false}
animate={{ opacity: 1, scale: 1 }}
transition={{ ...CELL_SPRING, delay: REPLAY_START + order * REPLAY_STEP }}
className={cn(
"aspect-square rounded-[2px]",
isPicked && !isMine && "bg-primary",
isPicked && isMine && tile === hit && "bg-rose-500",
!isPicked && isMine && "ring-1 ring-rose-500/60 ring-inset",
!isPicked && !isMine && "bg-foreground/10",
)}
/>
);
})}
</div>
);
}
// A drop-shadow on the ticket's wrapper: the notch mask would clip a
// box-shadow on the ticket itself.
const TICKET_SHADOW = "[filter:drop-shadow(0_1px_1px_rgb(0_0_0/0.12))_drop-shadow(0_12px_16px_rgb(0_0_0/0.3))]";
/** A ticket stub, notched at a dashed tear line. */
function Ticket({ outcome, multiplier, gems, safeTiles, mines, size, picked, mineSet, reduce }: ResultProps) {
const cashed = outcome === "cashed";
return (
<div
className="@container w-full rounded-2xl bg-card text-foreground"
style={{ WebkitMaskImage: NOTCH_MASK, WebkitMaskComposite: "source-in", maskImage: NOTCH_MASK, maskComposite: "intersect" }}
>
<div
className={cn("flex flex-col items-center justify-center gap-1 rounded-t-2xl px-5 text-center", cashed ? "bg-primary/10" : "bg-rose-500/10")}
style={{ height: TEAR }}
>
<Stage delay={0.05} reduce={reduce}>
<p className={cn("text-xs font-medium tracking-wide uppercase", cashed ? "text-primary" : "text-rose-600 dark:text-rose-400")}>
{cashed ? "Cashed out" : "Mine hit"}
</p>
</Stage>
<Stage delay={0.1} reduce={reduce}>
<p className={cn("text-3xl font-semibold", !cashed && "text-muted-foreground line-through decoration-2")}>
{cashed ? (
<NumberTicker value={multiplier} decimals={2} format={compact} suffix="×" startOnView={false} duration={0.6} stagger={0.05} />
) : (
<span className="tabular-nums">{formatMultiplier(multiplier)}</span>
)}
</p>
</Stage>
</div>
<div aria-hidden="true" className="mx-4 border-t-2 border-dashed border-border" />
<div className="flex items-center gap-4 px-5 pt-4 pb-5">
<Stage delay={0.18} reduce={reduce} className="flex-1">
<dl className="grid gap-1.5 text-xs">
<Row label="Gems" value={`${gems} of ${safeTiles}`} />
<Row label="Mines" value={mines} />
<Row label={cashed ? "Odds beaten" : "Lost on pick"} value={cashed ? `1 in ${compact(multiplier)}` : picked.length} />
</dl>
</Stage>
{/* A narrow ticket keeps the stats on one line each and drops the map. */}
<Stage delay={0.24} reduce={reduce} className="@max-[15rem]:hidden">
<MiniMap size={size} picked={picked} mineSet={mineSet} reduce={reduce} />
</Stage>
</div>
</div>
);
}
function Row({ label, value }: { label: string; value: string | number }) {
return (
<div className="flex justify-between gap-2 whitespace-nowrap">
<dt className="text-muted-foreground">{label}</dt>
<dd className="font-medium tabular-nums">{value}</dd>
</div>
);
}
// The classic minesweeper mine: a solid ball (so it never reads as a sun),
// four thick spikes on the axes and four shorter ones on the diagonals.
const SPIKES = Array.from({ length: 8 }, (_, i) => {
const angle = (i * Math.PI) / 4;
const main = i % 2 === 0;
const [cos, sin] = [Math.cos(angle), Math.sin(angle)];
const reach = main ? 10.5 : 9;
return { main, x1: 12 + cos * 6, y1: 12 + sin * 6, x2: 12 + cos * reach, y2: 12 + sin * reach };
});
/** A mine on Lucide's 24px grid, sized to pair with the gem. */
function MineIcon({ className }: { className?: string }) {
// Decorative: tiles and the stepper name the mine in text.
return (
<svg aria-hidden="true" viewBox="0 0 24 24" fill="currentColor" stroke="currentColor" strokeLinecap="round" className={className}>
{SPIKES.map((spike) => (
<line
key={`${spike.x2.toFixed(2)}-${spike.y2.toFixed(2)}`}
x1={spike.x1}
y1={spike.y1}
x2={spike.x2}
y2={spike.y2}
strokeWidth={spike.main ? 2.5 : 2}
/>
))}
<circle cx={12} cy={12} r={6.5} stroke="none" />
<circle cx={9.75} cy={9.75} r={1.6} fill="white" fillOpacity={0.75} stroke="none" />
</svg>
);
}
/** A small ring that fills with the chance the next pick is safe. */
function OddsRing({ safe, reduce }: { safe: number; reduce: boolean }) {
return (
<svg aria-hidden="true" viewBox="0 0 14 14" className="size-3.5 -rotate-90">
<circle cx={7} cy={7} r={5.5} fill="none" strokeWidth={2} className="stroke-foreground/10" />
<motion.circle
cx={7}
cy={7}
r={5.5}
fill="none"
strokeWidth={2}
strokeLinecap="round"
className={safe < 0.5 ? "stroke-rose-500 dark:stroke-rose-400" : "stroke-primary"}
initial={false}
animate={{ pathLength: safe }}
transition={reduce ? { duration: 0 } : { duration: 0.2, ease: EASE_OUT }}
/>
</svg>
);
}
/** What a tile shows, and for revealed tiles whether the player picked it. */
function tileState(content: MinesTile | null, isPicked: boolean, order: number) {
if (!content) return "hidden";
if (!isPicked) return `${content}, not picked`;
return content === "mine" ? "mine, hit" : `gem, pick ${order + 1}`;
}
/** Rings between two tiles: 0 for the same tile, 1 for its neighbours. */
function ringFrom(from: number, tile: number, size: number) {
return Math.max(
Math.abs(Math.floor(tile / size) - Math.floor(from / size)),
Math.abs((tile % size) - (from % size)),
);
}
// Payouts grow without limit (a cleared 5 × 5 board with 12 mines pays over
// five million), so big ones are shortened to fit: 5.2M, then 1.3E29.
const SHORT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1 });
const SCIENTIFIC = new Intl.NumberFormat("en", { notation: "scientific", maximumFractionDigits: 1 });
function compact(multiplier: number) {
if (multiplier < 10_000) return multiplier.toFixed(2);
return (multiplier < 1e15 ? SHORT : SCIENTIFIC).format(multiplier);
}
/** A multiplier as Mines shows it: 2.50×, or shortened when large (5.2M×). */
export function formatMultiplier(multiplier: number) {
return `${compact(multiplier)}×`;
}
Install
Add it with the shadcn CLI, or copy the source manually.
shadcn init? You are set. Theme setupInstall dependencies
npm i @floating-ui/dom clsx lucide-react motion tailwind-mergeAdd util files
// 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;
/** Accelerating curve for things that fall (a dropped ball, a toppled block). Not for UI entrances. */
export const EASE_IN = [0.55, 0, 1, 0.45] 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;
/** Dragged handles and fills (sliders) — critically damped `useSpring` config,
* so the value follows the pointer butterily and never rebounds off an end. */
export const SPRING_GLIDE = {
stiffness: 700,
damping: 50,
mass: 0.5,
} as const;
// Synthesized game feedback (gem chimes that climb with a streak, a mine's
// blast, a cash-out arpeggio) built from oscillators and noise at runtime, so
// there are no audio files to ship.
import { getAudioContext, retainAudioContext } from "@/lib/audio-context";
const MASTER_GAIN = 0.12;
// Pentatonic steps from G5, so any run of gems stays in key. Two octaves of
// climb tops out at G7, bright but not shrill.
const BASE = 783.99;
const SCALE = [0, 2, 4, 7, 9];
// The context is shared page-wide (lib/audio-context.ts). The master gain
// belongs to it, so it is rebuilt if the context was closed and recreated.
let master: GainNode | null = null;
function ensureContext() {
const ctx = getAudioContext();
if (ctx && master?.context !== ctx) {
master = ctx.createGain();
master.gain.value = MASTER_GAIN;
master.connect(ctx.destination);
}
return ctx;
}
/** A pitched tone with a fast attack and exponential decay. */
function tone(
context: AudioContext,
frequency: number,
at: number,
{ duration = 0.18, type = "sine", gain = 1 }: { duration?: number; type?: OscillatorType; gain?: number } = {},
) {
if (!master) return;
const osc = context.createOscillator();
const env = context.createGain();
osc.type = type;
osc.frequency.setValueAtTime(frequency, at);
env.gain.setValueAtTime(0.0001, at);
env.gain.exponentialRampToValueAtTime(gain, at + 0.005);
env.gain.exponentialRampToValueAtTime(0.0001, at + duration);
osc.connect(env).connect(master);
osc.start(at);
osc.stop(at + duration + 0.02);
osc.onended = () => env.disconnect();
}
function note(step: number) {
const octave = Math.floor(step / SCALE.length);
const semitones = SCALE[step % SCALE.length] + octave * 12;
return BASE * 2 ** (semitones / 12);
}
export interface GameSounds {
/** Unlock audio; call from a click or key handler. */
prepare: () => void;
/** A gem; `streak` counts gems in a row, from 1. */
gem: (streak: number) => void;
/** A mine. */
mine: () => void;
/** Cashing out. */
cashOut: () => void;
dispose: () => void;
}
/**
* Lazily-initialized game sounds on the page's shared AudioContext. Nothing is created
* until the first call. Safe during SSR and without Web Audio: every call
* becomes a silent no-op.
*/
export function createGameSounds(): GameSounds {
const release = retainAudioContext();
let disposed = false;
const live = () => (disposed ? null : ensureContext());
return {
prepare() {
live();
},
gem(streak) {
const context = live();
if (!context) return;
const now = context.currentTime;
// Every fifth gem in a row leads in with a quick two-note run, so the
// chime waits for it. Notes can't start in the past.
const run = streak % 5 === 0;
const at = run ? now + 0.06 : now;
if (run) {
[-2, -1].forEach((offset, index) => {
tone(context, note(Math.max(0, streak - 1 + offset)), now + index * 0.03, { gain: 0.35, duration: 0.08 });
});
}
// Each gem in a row climbs the scale, capped two octaves up.
const frequency = note(Math.min(streak - 1, SCALE.length * 2));
// Glassy: a sine fundamental with a quiet triangle an octave up.
tone(context, frequency, at, { gain: 0.9 });
tone(context, frequency * 2, at, { type: "triangle", gain: 0.15, duration: 0.12 });
// From the third gem in a row, a sparkle a fifth above answers the chime.
if (streak >= 3) tone(context, frequency * 1.5, at + 0.05, { gain: 0.25, duration: 0.1 });
},
mine() {
const context = live();
if (!context || !master) return;
const now = context.currentTime;
// A burst of noise swept down through a low-pass filter…
const length = Math.ceil(context.sampleRate * 0.45);
const buffer = context.createBuffer(1, length, context.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < length; i++) data[i] = (Math.random() * 2 - 1) * (1 - i / length) ** 2;
const noise = context.createBufferSource();
noise.buffer = buffer;
const filter = context.createBiquadFilter();
filter.type = "lowpass";
filter.frequency.setValueAtTime(1600, now);
filter.frequency.exponentialRampToValueAtTime(180, now + 0.4);
const env = context.createGain();
env.gain.setValueAtTime(1.1, now);
env.gain.exponentialRampToValueAtTime(0.0001, now + 0.45);
noise.connect(filter).connect(env).connect(master);
noise.start(now);
noise.onended = () => env.disconnect();
// …over a low thump that drops in pitch.
const thump = context.createOscillator();
const thumpEnv = context.createGain();
thump.type = "sine";
thump.frequency.setValueAtTime(110, now);
thump.frequency.exponentialRampToValueAtTime(42, now + 0.3);
thumpEnv.gain.setValueAtTime(1.4, now);
thumpEnv.gain.exponentialRampToValueAtTime(0.0001, now + 0.32);
thump.connect(thumpEnv).connect(master);
thump.start(now);
thump.stop(now + 0.34);
thump.onended = () => thumpEnv.disconnect();
},
cashOut() {
const context = live();
if (!context) return;
const now = context.currentTime;
// A rising major arpeggio, C5 E5 G5 C6, ending on a held shimmer.
[523.25, 659.25, 783.99, 1046.5].forEach((frequency, index) => {
const last = index === 3;
tone(context, frequency, now + index * 0.06, { type: "triangle", gain: 0.6, duration: last ? 0.45 : 0.14 });
if (last) tone(context, frequency * 2, now + index * 0.06, { gain: 0.15, duration: 0.5 });
});
},
dispose() {
if (disposed) return;
disposed = true;
release();
},
};
}
"use client";
import { useIsPresent } from "motion/react";
import type { ReactNode } from "react";
export interface PresenceGateRenderProps {
/**
* False from the render that starts the exit animation onward. An overlay
* kept in the tree by `AnimatePresence` is still the topmost thing on the
* page, so anything it decides from `open` alone stays true for the whole
* exit — this is the boolean that already knows the overlay is leaving.
*/
isPresent: boolean;
/**
* Spread onto every layer that takes pointer events while the overlay is
* open. Interaction releases in the same commit that starts the exit while
* the visual exit keeps playing: pointer events stop landing, and `inert`
* drops the subtree from focus order, from tab order and from the
* accessibility tree — an exiting dialog is not a dialog you can still type
* into. A layer that never takes pointer events (a wrapper that only centres
* the panel) takes `inert={!isPresent}` alone, so its own
* `pointer-events-none` is not overwritten.
*/
gate: {
inert: boolean;
style: { pointerEvents: "auto" | "none" };
};
}
export interface PresenceGateProps {
children: (props: PresenceGateRenderProps) => ReactNode;
}
/**
* Reads the presence of the subtree it renders and hands it down.
*
* `useIsPresent` only answers inside the `AnimatePresence` subtree, and the
* components that own an overlay render the `AnimatePresence` themselves, so
* the boolean has to be read one component further down: this is that
* component, and the render prop is how it reaches the layers.
*/
export function PresenceGate({ children }: PresenceGateProps) {
const isPresent = useIsPresent();
return children({
isPresent,
gate: {
inert: !isPresent,
style: { pointerEvents: isPresent ? "auto" : "none" },
},
});
}
import { clsx, type ClassValue } from "clsx"
import { twMerge } from "tailwind-merge"
export function cn(...inputs: ClassValue[]) {
return twMerge(clsx(inputs))
}
"use client";
import { type RefObject, useEffect } from "react";
/**
* What the dismissing gesture does to the control it landed on.
*
* `"pass-through"` is the platform norm (native popover light-dismiss): the
* tap closes the overlay *and* activates whatever was under it. Use
* `"consume"` where the open overlay sits over or beside controls that would
* be costly to trigger by accident — the dismissal then swallows the
* activation too, so the gesture only closes.
*/
export type DismissBehavior = "pass-through" | "consume";
export interface DismissOptions {
/** Default `"pass-through"`. */
behavior?: DismissBehavior;
/** Dismiss on Escape as well. Default true. */
escape?: boolean;
/** Return true for an outside target that should *not* dismiss. Must be stable. */
ignore?: (target: Element) => boolean;
}
/**
* What every currently open dismiss scope counts as inside itself. A consumed
* dismissal reads this to tell a stray gesture from one that belongs to an
* overlay in front of it: overlays have no shared z-order to consult, but the
* one the gesture landed in has said as much by registering it.
*/
const openScopes = new Set<(target: Element) => boolean>();
function claimedByAnotherScope(
self: (target: Element) => boolean,
target: Element,
) {
for (const scope of openScopes) {
if (scope !== self && scope(target)) return true;
}
return false;
}
// preventDefault on pointerdown does not suppress the click that follows, so
// consuming a gesture means swallowing that click itself. The swallower
// deliberately outlives the effect that installed it — the dismissal it
// belongs to has already unmounted or re-rendered by the time the click lands.
// It releases on that click, or on the next gesture if the pointer is dragged
// away and no click ever arrives, so it can never eat a later one. A keydown
// releases it too: a gesture that ends with neither a click nor a cancel would
// otherwise leave it armed, and the click Enter synthesizes on some focused
// control is not the one this dismissal was owed.
function consumeActivation(source: Event) {
const swallow = (event: MouseEvent) => {
event.preventDefault();
event.stopPropagation();
release();
};
const restart = (event: Event) => {
if (event !== source) release();
};
const release = () => {
window.removeEventListener("click", swallow, true);
window.removeEventListener("pointerdown", restart, true);
window.removeEventListener("pointercancel", restart, true);
window.removeEventListener("keydown", release, true);
};
window.addEventListener("click", swallow, true);
window.addEventListener("pointerdown", restart, true);
window.addEventListener("pointercancel", restart, true);
window.addEventListener("keydown", release, true);
}
/**
* Close an open overlay on Escape or a pointerdown outside `ref`. Pass `null`
* for `ref` when what counts as inside isn't one element, and say so with
* `ignore` instead.
*
* The pointerdown listener is capture-phase: a bubble-phase one is blinded by
* any handler in between that stops propagation, and an overlay cannot know
* what it is layered over. `onDismiss` and `ignore` must be stable (wrap in
* useCallback) so the listeners aren't re-bound every render while open.
*/
export function useDismiss(
open: boolean,
onDismiss: () => void,
ref: RefObject<HTMLElement | SVGElement | null> | null,
{
behavior = "pass-through",
escape: dismissOnEscape = true,
ignore,
}: DismissOptions = {},
) {
useEffect(() => {
if (!open) return;
const inside = (target: Element) =>
Boolean(ref?.current?.contains(target)) || Boolean(ignore?.(target));
const onKey = (event: KeyboardEvent) => {
if (dismissOnEscape && event.key === "Escape") onDismiss();
};
const onPointer = (event: PointerEvent) => {
const target = event.target as Element | null;
if (!target || inside(target)) return;
// Outside this overlay, but inside one that is also open: the gesture is
// that overlay's to answer, and swallowing its click from behind would
// cost the user the control they actually aimed at.
if (behavior === "consume" && !claimedByAnotherScope(inside, target)) {
consumeActivation(event);
}
onDismiss();
};
openScopes.add(inside);
window.addEventListener("keydown", onKey);
window.addEventListener("pointerdown", onPointer, true);
return () => {
openScopes.delete(inside);
window.removeEventListener("keydown", onKey);
window.removeEventListener("pointerdown", onPointer, true);
};
}, [open, onDismiss, ref, behavior, dismissOnEscape, ignore]);
}
"use client";
import { useMemo, useRef } from "react";
import { isHoveringPointer } from "@/lib/touch";
interface BoundaryEvent {
pointerId: number;
pointerType: string;
buttons: number;
}
export interface HoverGesture {
/** True when this enter starts a hover: the pointer arrived resting, not pressing. */
enter: (event: BoundaryEvent) => boolean;
/** True when this leave ends a hover that entered as one. */
leave: (event: BoundaryEvent) => boolean;
}
/**
* Pairs a surface's enter with its leave, per pointer.
*
* `isHoveringPointer` answers the question the *enter* asks — is this pointer
* resting on the surface or pressing it — and both boundary cases go wrong if
* the leave is asked the same question again:
*
* - A pen with no hover never rests. It arrives in contact, taps, and the spec
* then requires its boundary events after `pointerup`, so the leave carries
* `buttons: 0` and reads as a mouse gliding off. Hover teardown then undid
* the tap — the panel the pen had just opened closed under it.
* - A mouse pressed on the surface and dragged off leaves with `buttons: 1`.
* Skipping teardown there strands the surface open: the release happens
* outside, and no second leave ever comes.
*
* So the state a hover holds is released by the pointer that took it, whatever
* the buttons say at the boundary, and a pointer that arrived in contact never
* took it in the first place. Contact is the exception tracked here, not
* hover: a leave from a pointer this surface never saw enter — mounted under
* the cursor, say — still counts, since the alternative is state with no way
* out.
*/
export function useHoverGesture(): HoverGesture {
const contact = useRef(new Set<number>());
return useMemo(
() => ({
enter: (event) => {
if (isHoveringPointer(event)) {
contact.current.delete(event.pointerId);
return true;
}
contact.current.add(event.pointerId);
return false;
},
leave: (event) => {
const arrivedInContact = contact.current.delete(event.pointerId);
return !arrivedInContact && event.pointerType !== "touch";
},
}),
[],
);
}
"use client";
import { useMemo, useRef } from "react";
/** What a pointerdown recorded, read back by the click that ends its gesture. */
export interface TapRecord<S> {
/** Which input started the gesture. */
pointerType: string;
/** What the surface was showing when it started. */
state: S;
}
export interface TapGesture<S> {
/** Record the gesture a pointerdown starts, with the state it starts in. */
start: (event: { pointerType: string }, state: S) => void;
/** Read the record and clear it. `null` when no pointer is behind this click. */
take: () => TapRecord<S> | null;
/** Drop the record: this gesture will never spend it on a click. */
drop: () => void;
}
/**
* The pointer gesture behind a click, recorded where the click cannot report
* it. A `click` carries no `pointerType` in the engines that matter, so the
* `pointerdown` before it is the only thing that says which input activated
* the control — and whether one did at all, since keyboard activation
* synthesizes a click with no pointer behind it.
*
* State goes in with the record because a click reports that no better: a
* browser that focuses a control on contact can open the very panel the tap
* was meant to open, and reading "is it open" at click time then undoes it.
* What the gesture started against is what it acts on.
*
* The record is spent by one click and dropped by everything else, because a
* record that outlives its gesture is worse than none:
*
* - A scroll or an OS gesture takes the touch away — `pointercancel`, no click
* ever — and the finger would sit in the record until some later click.
* - That later click is often `Enter` on a keyboard, which arrives with no
* pointerdown of its own and would inherit the abandoned finger. A keydown
* is the start of a keyboard activation and never part of a tap, so it drops
* the record too.
*
* Both ends have to be wired by the surface: `drop` on `onPointerCancel` and
* on `onKeyDown`.
*/
export function useTapGesture<S>(): TapGesture<S> {
const record = useRef<TapRecord<S> | null>(null);
return useMemo(
() => ({
start: (event, state) => {
record.current = { pointerType: event.pointerType, state };
},
take: () => {
const spent = record.current;
record.current = null;
return spent;
},
drop: () => {
record.current = null;
},
}),
[],
);
}
// One AudioContext for every synthesized sound on the page (lib/tick-sound.ts,
// lib/game-sounds.ts). Browsers cap concurrent contexts, and a page can show a
// date made of several WheelPickers next to a game, so they all share this
// one. It is created on first use and closed once every player is disposed.
type AudioContextCtor = typeof AudioContext;
let context: AudioContext | null = null;
let users = 0;
/**
* Registers a sound player. Call the returned function when the player is
* disposed; the context closes after the last one.
*/
export function retainAudioContext() {
users++;
let released = false;
return () => {
if (released) return;
released = true;
users--;
if (users === 0 && context) {
void context.close();
context = null;
}
};
}
/**
* The shared context, created on first call and resumed if suspended. Null
* during SSR and in browsers without Web Audio.
*/
export function getAudioContext(): AudioContext | null {
if (!context) {
if (typeof window === "undefined") return null;
const Ctor =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: AudioContextCtor }).webkitAudioContext;
if (!Ctor) return null;
context = new Ctor();
}
// Browsers may refuse outside a user gesture. Players call this from
// pointer and key handlers first, so a later call finds it running.
if (context.state === "suspended") void context.resume().catch(() => undefined);
return context;
}
"use client";
import { useEffect, useState } from "react";
/**
* Returns true only on devices that have a true hover (mouse / trackpad).
* Touch devices fire phantom `:hover` on tap that sticks until tap-elsewhere
* — gate hover-only effects (scale lifts, magnetic pulls) behind this.
*/
export function useHoverCapable() {
const [canHover, setCanHover] = useState(false);
useEffect(() => {
if (typeof window === "undefined" || !window.matchMedia) return;
const mq = window.matchMedia("(hover: hover) and (pointer: fine)");
const update = () => setCanHover(mq.matches);
update();
mq.addEventListener?.("change", update);
return () => mq.removeEventListener?.("change", update);
}, []);
return canHover;
}
// Shared touch primitives. iOS and iPadOS run their own gestures on top of the
// page — the long-press selection callout and the selection it drags in with
// it — and they win: once the platform claims a touch it cancels ours
// mid-gesture, so a press-and-hold or a drag simply dies. Surfaces that own
// their gesture have to opt out.
//
// What the two classes below cover, precisely:
// - `-webkit-touch-callout: none` stops iOS's long-press callout. WebKit-only:
// it is not a property other engines have, so it is inert everywhere else.
// - `user-select: none` stops the long-press selection on every engine,
// Android included, and stops a drag from painting a selection under the
// cursor. It is inherited, so it reaches every descendant — which is why the
// two classes differ only in whether they apply it unconditionally.
// What neither covers:
// - Chrome for Android's long-press menu on a link or an image. No CSS
// suppresses it; a gesture surface that wraps one needs its own
// `onContextMenu` with `preventDefault()`.
// - The native drag of an `<img>` or `<a>` descendant. `-webkit-user-drag` is
// not inherited and plain divs and buttons are not drag sources, so setting
// it on the surface does nothing — the child itself needs `draggable={false}`.
/**
* Classes for a surface that *is* the control: a thumb, a drum, a stage, a
* handle, a hold button. Selection is suppressed on every input, because a
* drag that highlights the control's own label is wrong on a mouse too.
* Compose with `touch-none` when the surface also owns the scroll axis — leave
* it off when the page must still scroll from there.
*/
export const TOUCH_GESTURE_CLASS = "select-none [-webkit-touch-callout:none]";
/**
* The same opt-out for a gesture surface that wraps content the consumer owns:
* a scroller, a context-menu trigger, a sheet header, a list row. Selection is
* suppressed only where the platform runs its own press gestures — a coarse
* pointer — so a mouse user can still select and copy that content. If the
* gesture itself would paint a selection under the cursor, add `select-none`
* for the duration of the gesture rather than reaching for
* `TOUCH_GESTURE_CLASS`.
*
* `pointer: coarse` describes the *primary* pointer and nothing else, so a
* hybrid machine reads it wrong in both directions: a tablet with a mouse
* plugged in keeps touch as primary and loses mouse selection, and a laptop
* with a touchscreen keeps the mouse as primary and leaves selection live
* under a finger. No media query can answer per interaction — the query is
* about the device, and the question is about the gesture in progress. The
* default stays here because it is right on the machines that are one thing or
* the other, and losing a selection is a nuisance; where the miss costs a
* *gesture* instead, the surface pairs it with `holdSelection` on the press.
*/
export const TOUCH_GESTURE_CONTENT_CLASS =
"[-webkit-touch-callout:none] pointer-coarse:select-none";
/**
* Suppress selection on `element` for as long as a gesture is running on it,
* whatever the primary pointer of the machine happens to be. Returns the
* release. Inline, so it wins over the class above and is gone again the
* moment the gesture ends.
*
* For the press gestures a native selection would otherwise steal — a
* long-press that opens a menu. Elsewhere prefer the classes: a surface that
* takes selection away for the whole session is a surface whose text nobody
* can copy.
*/
export function holdSelection(element: HTMLElement) {
element.style.setProperty("user-select", "none");
element.style.setProperty("-webkit-user-select", "none");
return () => {
element.style.removeProperty("user-select");
element.style.removeProperty("-webkit-user-select");
};
}
/**
* Pointer capture, best effort. WebKit throws `NotFoundError` when the pointer
* is already gone by the time the handler runs — routine on iOS, where the
* system can claim the touch first — and an uncaught throw takes the rest of
* the handler, the gesture included, down with it. Touch pointers carry
* implicit capture anyway, so losing it is never fatal.
*/
export function capturePointer(element: Element, pointerId: number) {
try {
element.setPointerCapture(pointerId);
} catch {
// Pointer is no longer active — implicit capture still applies on touch.
}
}
/** Release a capture taken with `capturePointer`, ignoring a stale pointer. */
export function releasePointer(element: Element, pointerId: number) {
try {
if (element.hasPointerCapture(pointerId)) {
element.releasePointerCapture(pointerId);
}
} catch {
// Capture was already dropped by the browser.
}
}
/**
* Whether this event came from a pointer that is *hovering*: not a touch, and
* not currently pressed. Which input the user is holding right now is not
* something a device capability can answer — a touchscreen laptop hovers and
* taps, and iPadOS reports a fine hovering pointer for a finger — so both
* paths stay live and each handler branches on the event it was given.
*
* A pen resting on the glass is making contact, not hovering: `buttons` is the
* tell, and it sends a pen tap down the same route a finger takes.
*
* This answers what an *enter* asks. A leave is the other half of a pair and
* has to be read against the enter that started it — `useHoverGesture` in
* `lib/hooks/use-hover-gesture` does that, and hover surfaces should use it
* rather than asking this question twice.
*/
export const isHoveringPointer = (event: {
pointerType: string;
buttons: number;
}) => event.pointerType !== "touch" && event.buttons === 0;
Copy the source code
"use client";
// beui.dev/casino/mines
import { Gem, Volume2, VolumeX } from "lucide-react";
import { AnimatePresence, motion, useAnimate, useReducedMotion } from "motion/react";
import { type KeyboardEvent, type ReactNode, useEffect, useRef, useState } from "react";
import { ActionSwapCascadeIcon } from "@/components/motion/action-swap-cascade";
import {
AdaptiveStepper,
AdaptiveStepperDecrement,
AdaptiveStepperIncrement,
AdaptiveStepperValue,
} from "@/components/motion/adaptive-stepper";
import { Button } from "@/components/motion/button";
import { NumberTicker } from "@/components/motion/number-ticker";
import { Tooltip } from "@/components/motion/tooltip";
import { EASE_OUT } from "@/lib/ease";
import { createGameSounds, type GameSounds } from "@/lib/game-sounds";
import { PresenceGate, type PresenceGateRenderProps } from "@/lib/presence-gate";
import { cn } from "@/lib/utils";
export type MinesTile = "gem" | "mine";
export interface MinesProps {
/** Tiles per side, rounded, at least 2. Default 5 (a 5 × 5 board). Changing it ends the round. */
size?: number;
/** Mines on the board (controlled), rounded and kept between 1 and tiles − 1. Takes effect from the next round. */
mines?: number;
/** Initial mine count when uncontrolled. Default 3. */
defaultMines?: number;
/** Called when the mine count changes between rounds. */
onMinesChange?: (mines: number) => void;
/** Called for every tile picked during a round; a mine reports multiplier 0 and ends it. */
onReveal?: (tile: number, result: MinesTile, multiplier: number) => void;
/** Called when the player cashes out, or clears every gem. */
onCashOut?: (multiplier: number, gems: number) => void;
/** Play synthesized sounds (controlled): gem chimes, a mine blast and a cash-out arpeggio. */
sound?: boolean;
/** Initial sound state when uncontrolled. Default false. */
defaultSound?: boolean;
/** Called when the sound button is toggled. */
onSoundChange?: (sound: boolean) => void;
/** Show the result card when a round ends. Default true. */
showResult?: boolean;
/** Accessible name for the game. Default "Mines". */
"aria-label"?: string;
className?: string;
}
type Phase = "idle" | "playing" | "busted" | "cashed";
/**
* Fair payout after `gems` safe picks on a board of `tiles` with `mines`:
* the inverse of the chance of picking that many gems in a row. `mines` is
* kept between 0 and tiles − 1 and `gems` between 0 and the safe tiles, so
* the result is always finite.
*/
export function minesMultiplier(tiles: number, mines: number, gems: number) {
const safeMines = Math.max(0, Math.min(Math.round(mines), tiles - 1));
const safeGems = Math.max(0, Math.min(Math.round(gems), tiles - safeMines));
let multiplier = 1;
for (let i = 0; i < safeGems; i++) multiplier *= (tiles - i) / (tiles - safeMines - i);
return multiplier;
}
// Revealed icons arrive from a quarter size, transparent and blurred, on a
// spring with no bounce. A round's closing reveal ripples outward from the
// last pick, one ring of tiles every 25ms.
const ICON_SPRING = { type: "spring", duration: 0.3, bounce: 0 } as const;
const RIPPLE_STEP = 0.025;
// A mine shakes once, quickly: 300ms, settling to rest.
const SHAKE = { duration: 0.3, ease: EASE_OUT } as const;
// A found gem's tile springs back from a slight squash.
const GEM_POP = { type: "spring", duration: 0.35, bounce: 0.4 } as const;
// The cash-out pulse runs through the picked gems 40ms apart over 350ms, in
// seconds. The result opens once the last tile's closing animation is done.
const PULSE_STEP = 0.04;
const PULSE_TIME = 0.35;
// Exits are shorter than entrances.
const EXIT = { duration: 0.12, ease: EASE_OUT } as const;
/**
* A mines board: pick tiles to find gems, each raising the multiplier, and
* cash out before you hit a mine. The round's end reveals every tile.
*/
export function Mines({
size: sizeProp = 5,
mines: minesProp,
defaultMines = 3,
onMinesChange,
onReveal,
onCashOut,
sound,
defaultSound = false,
onSoundChange,
showResult = true,
"aria-label": ariaLabel = "Mines",
className,
}: MinesProps) {
const reduce = useReducedMotion() ?? false;
const size = Math.max(2, Math.round(sizeProp) || 2);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && size !== sizeProp)
console.warn(`Mines: size must be a whole number of at least 2; using ${size}.`);
}, [size, sizeProp]);
const tiles = size * size;
const [internalMines, setInternalMines] = useState(defaultMines);
const chosenMines = Math.min(Math.max(1, Math.round(minesProp ?? internalMines) || 1), tiles - 1);
const [phase, setPhase] = useState<Phase>("idle");
const [mineSet, setMineSet] = useState<ReadonlySet<number>>(new Set());
const [picked, setPicked] = useState<number[]>([]);
const [cursor, setCursor] = useState(0);
const [announcement, setAnnouncement] = useState("");
const [resultOpen, setResultOpen] = useState(false);
const sectionRef = useRef<HTMLElement>(null);
const mainButtonRef = useRef<HTMLButtonElement>(null);
const tileRefs = useRef<(HTMLButtonElement | null)[]>([]);
const [, animate] = useAnimate();
// Only sets state, so the render-time size reset below can call it.
const resetBoard = () => {
setPhase("idle");
setPicked([]);
setMineSet(new Set());
setResultOpen(false);
};
// A new size renumbers every tile, so the mines placed for the old board no
// longer match it. End the round in the same render.
const [boardSize, setBoardSize] = useState(size);
if (boardSize !== size) {
setBoardSize(size);
resetBoard();
setCursor(0);
}
// Once a round starts, its payout follows the mines actually on the board,
// even if a controlled `mines` changes before the next round.
const mines = phase === "idle" ? chosenMines : mineSet.size;
const gems = picked.filter((tile) => !mineSet.has(tile)).length;
const multiplier = minesMultiplier(tiles, mines, gems);
const next = minesMultiplier(tiles, mines, gems + 1);
const over = phase === "busted" || phase === "cashed";
// Chance the next pick is a gem.
const safe = (tiles - mines - gems) / (tiles - gems);
const lastPick = picked.at(-1) ?? Math.floor(tiles / 2);
// Turning showResult off hides an open ticket too.
const resultShown = resultOpen && showResult && over;
const [internalSound, setInternalSound] = useState(defaultSound);
const soundOn = sound ?? internalSound;
const player = useRef<GameSounds | null>(null);
const getPlayer = () => {
if (!player.current) player.current = createGameSounds();
return player.current;
};
useEffect(
() => () => {
player.current?.dispose();
player.current = null;
},
[],
);
const setMines = (value: number) => {
// A finished board shows the old count's mines; clear it for the new one.
if (over) resetBoard();
if (minesProp === undefined) setInternalMines(value);
onMinesChange?.(value);
};
const closeResult = () => {
setResultOpen(false);
mainButtonRef.current?.focus();
};
const start = () => {
resetBoard();
// Mines are placed when the round starts, never on the server.
const order = Array.from({ length: tiles }, (_, i) => i);
for (let i = order.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[order[i], order[j]] = [order[j], order[i]];
}
setMineSet(new Set(order.slice(0, chosenMines)));
setPhase("playing");
if (!reduce) {
tileRefs.current.forEach((tile, index) => {
if (!tile) return;
const wave = Math.floor(index / size) + (index % size);
animate(tile, { scale: [0.94, 1], opacity: [0.5, 1] }, { duration: 0.2, delay: wave * 0.025, ease: EASE_OUT });
});
}
setAnnouncement(`Round started with ${chosenMines} ${chosenMines === 1 ? "mine" : "mines"}.`);
if (soundOn) getPlayer().prepare();
};
const cashOut = (finalGems = gems) => {
if (phase !== "playing" || finalGems === 0) return;
const value = minesMultiplier(tiles, mines, finalGems);
setPhase("cashed");
setAnnouncement(`Cashed out at ${formatMultiplier(value)}.`);
if (soundOn) getPlayer().cashOut();
onCashOut?.(value, finalGems);
};
const pick = (tile: number) => {
if (phase !== "playing" || picked.includes(tile)) return;
setPicked((current) => [...current, tile]);
if (mineSet.has(tile)) {
setPhase("busted");
setAnnouncement("Mine. The round is over.");
if (soundOn) getPlayer().mine();
onReveal?.(tile, "mine", 0);
return;
}
const found = gems + 1;
const node = tileRefs.current[tile];
if (node && !reduce) animate(node, { scale: [0.92, 1] }, GEM_POP);
const value = minesMultiplier(tiles, mines, found);
if (soundOn) getPlayer().gem(found);
onReveal?.(tile, "gem", value);
if (found === tiles - mines) {
cashOut(found);
return;
}
setAnnouncement(`Gem. ${formatMultiplier(value)}.`);
};
const onKeyDown = (event: KeyboardEvent<HTMLButtonElement>, tile: number) => {
const row = Math.floor(tile / size);
const col = tile % size;
const target = {
ArrowRight: row * size + Math.min(size - 1, col + 1),
ArrowLeft: row * size + Math.max(0, col - 1),
ArrowDown: Math.min(size - 1, row + 1) * size + col,
ArrowUp: Math.max(0, row - 1) * size + col,
Home: row * size,
End: row * size + size - 1,
}[event.key];
if (target === undefined) return;
event.preventDefault();
setCursor(target);
tileRefs.current[target]?.focus();
};
// When the board's closing animation ends, in seconds: unpicked tiles
// reveal in a ripple from the last pick, and picked gems pulse on a cash out.
let closingEnd = 0;
if (over) {
for (let tile = 0; tile < tiles; tile++) {
const order = picked.indexOf(tile);
const end =
order === -1
? ringFrom(lastPick, tile, size) * RIPPLE_STEP + ICON_SPRING.duration
: phase === "cashed" && !reduce
? order * PULSE_STEP + PULSE_TIME
: 0;
closingEnd = Math.max(closingEnd, end);
}
}
// The ticket rises once the closing animation has played. A timer, not an
// animation callback, so a cut-short animation can't keep it shut; a new
// round or a reset clears it.
useEffect(() => {
if (!over || !showResult) return;
const id = setTimeout(() => {
// The main button already says Play again, so a player still on the
// board lands there. Focus elsewhere on the page stays put.
if (sectionRef.current?.contains(document.activeElement)) mainButtonRef.current?.focus({ preventScroll: true });
setResultOpen(true);
}, closingEnd * 1000);
return () => clearTimeout(id);
}, [over, showResult, closingEnd]);
const toggleSound = () => {
const nextSound = !soundOn;
if (nextSound) getPlayer().prepare();
if (sound === undefined) setInternalSound(nextSound);
onSoundChange?.(nextSound);
};
return (
<section
ref={sectionRef}
aria-label={ariaLabel}
className={cn("flex w-full max-w-md flex-col gap-4", className)}
onKeyDown={(event) => {
if (event.key !== "Escape" || !resultShown) return;
// Escape is used up here; an enclosing dialog must not close too.
event.stopPropagation();
closeResult();
}}
>
<div className="flex flex-wrap items-center justify-between gap-3">
<AdaptiveStepper
value={chosenMines}
onValueChange={setMines}
min={1}
max={tiles - 1}
disabled={phase === "playing"}
formatValueText={(value) => `${value} ${value === 1 ? "mine" : "mines"}`}
aria-label="Mine count"
>
<AdaptiveStepperDecrement />
<AdaptiveStepperValue>
{(value) => (
<span className="inline-flex items-center gap-1.5">
<MineIcon className="size-4 text-muted-foreground" />
{value}
</span>
)}
</AdaptiveStepperValue>
<AdaptiveStepperIncrement />
</AdaptiveStepper>
<div className="text-right">
<div className="text-2xl font-semibold text-foreground">
{phase === "busted" ? (
// The multiplier is lost: struck through, as on the ticket. A plain
// span, since a line-through skips the ticker's inline-block digits.
<span className="text-muted-foreground tabular-nums line-through decoration-2">
{formatMultiplier(multiplier)}
</span>
) : (
<NumberTicker value={multiplier} decimals={2} format={compact} suffix="×" startOnView={false} duration={0.35} />
)}
</div>
<p className="flex items-center justify-end gap-1.5 text-xs text-muted-foreground tabular-nums">
{over ? (
phase === "busted" ? "Multiplier lost" : "Multiplier"
) : (
<>
<OddsRing safe={safe} reduce={reduce} />
{phase === "playing"
? `${Math.round(safe * 100)}% safe · next ${formatMultiplier(next)}`
: `First pick ${Math.round(safe * 100)}% safe`}
</>
)}
</p>
</div>
</div>
{/* Board panel: 12px tiles + 12px padding give the 24px outer radius. */}
<div className="relative rounded-3xl bg-muted/40 p-3">
{/* Under the result card the tiles leave the tab order. */}
<fieldset
inert={resultShown}
className="m-0 grid min-w-0 gap-2 border-0 p-0"
style={{ gridTemplateColumns: `repeat(${size}, minmax(0, 1fr))` }}
>
<legend className="sr-only">Tiles</legend>
{Array.from({ length: tiles }, (_, tile) => {
const isPicked = picked.includes(tile);
const isMine = mineSet.has(tile);
const shown = isPicked || over;
const content: MinesTile | null = shown ? (isMine ? "mine" : "gem") : null;
const hit = isPicked && isMine;
const row = Math.floor(tile / size);
const col = tile % size;
const ripple = ringFrom(lastPick, tile, size);
const order = picked.indexOf(tile);
const celebrate = phase === "cashed" && isPicked && !reduce;
const interactive = phase === "playing" && !isPicked;
return (
<motion.button
// biome-ignore lint/suspicious/noArrayIndexKey: tiles are positional
key={tile}
ref={(node) => {
tileRefs.current[tile] = node;
}}
type="button"
tabIndex={tile === cursor ? 0 : -1}
aria-disabled={!interactive}
aria-label={`Row ${row + 1}, column ${col + 1}, ${tileState(content, isPicked, order)}`}
onFocus={() => setCursor(tile)}
onClick={() => pick(tile)}
onKeyDown={(event) => onKeyDown(event, tile)}
animate={hit && !reduce ? { x: [0, -5, 5, -3, 3, 0] } : { x: 0 }}
transition={SHAKE}
className={cn(
"relative grid aspect-square place-items-center rounded-xl border outline-none",
// The mine's shockwave paints over its neighbours.
hit && "z-10",
"transition-[translate,scale,background-color,border-color] duration-150 ease-out",
"focus-visible:ring-2 focus-visible:ring-ring",
interactive
? "cursor-pointer border-border bg-card hover:-translate-y-0.5 hover:border-(--color-border-strong) active:scale-[0.96]"
: "cursor-default border-transparent",
!interactive && !shown && "bg-card/60",
content === "gem" && (isPicked ? "bg-primary/15" : "bg-card/40"),
content === "mine" && (hit ? "bg-rose-500/20" : "bg-card/40"),
)}
>
{hit && !reduce ? (
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-0 rounded-xl border-2 border-rose-500"
initial={{ scale: 1, opacity: 0.7 }}
animate={{ scale: 1.7, opacity: 0 }}
transition={{ duration: 0.45, ease: EASE_OUT }}
/>
) : null}
{isPicked && !isMine ? (
<motion.span
aria-hidden="true"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
transition={{ duration: 0.15, ease: EASE_OUT, delay: 0.1 }}
className="absolute top-1.5 left-2 text-[10px] font-medium text-primary/70 tabular-nums"
>
{order + 1}
</motion.span>
) : null}
<AnimatePresence initial={false}>
{content ? (
<motion.span
key={content}
aria-hidden="true"
initial={reduce ? { opacity: 0 } : { opacity: 0, scale: 0.25, filter: "blur(4px)" }}
animate={
celebrate
? { opacity: 1, scale: [1, 1.2, 1], filter: "blur(0px)" }
: { opacity: isPicked ? 1 : 0.4, scale: 1, filter: "blur(0px)" }
}
exit={reduce ? { opacity: 0, transition: EXIT } : { opacity: 0, scale: 0.9, transition: EXIT }}
transition={
celebrate
? { duration: PULSE_TIME, ease: EASE_OUT, delay: order * PULSE_STEP }
: { ...ICON_SPRING, delay: isPicked ? 0 : ripple * RIPPLE_STEP }
}
className={cn(
"grid place-items-center",
content === "gem" ? "text-primary" : "text-rose-500 dark:text-rose-400",
)}
>
{content === "gem" ? (
<Gem className="size-[45%] min-h-5 min-w-5" strokeWidth={2} />
) : (
<MineIcon className="size-[45%] min-h-5 min-w-5" />
)}
</motion.span>
) : null}
</AnimatePresence>
</motion.button>
);
})}
</fieldset>
<AnimatePresence>
{resultShown ? (
<PresenceGate key="result">
{({ gate }) => (
<ResultCard
gate={gate}
outcome={phase === "cashed" ? "cashed" : "busted"}
multiplier={multiplier}
gems={gems}
safeTiles={tiles - mines}
mines={mines}
size={size}
picked={picked}
mineSet={mineSet}
reduce={reduce}
onClose={closeResult}
/>
)}
</PresenceGate>
) : null}
</AnimatePresence>
</div>
<div className="flex items-center gap-2">
{/* aria-disabled, not disabled: Start turns into this button, and a
disabled button would drop the keyboard focus that pressed it. */}
<Button
ref={mainButtonRef}
className="flex-1 aria-disabled:cursor-not-allowed aria-disabled:opacity-50"
pressScale={0.96}
aria-disabled={(phase === "playing" && gems === 0) || undefined}
onClick={() => (phase === "playing" ? cashOut() : start())}
>
{phase === "playing" ? `Cash out ${formatMultiplier(multiplier)}` : over ? "Play again" : "Start"}
</Button>
{/* aria-label names the button; the tooltip shows the same label on hover
and focus. Tooltip's asLabel would hydrate differently from the server. */}
<Tooltip content="Sound" side="top">
<Button
variant="secondary"
onClick={toggleSound}
aria-label="Sound"
aria-pressed={soundOn}
pressScale={0.96}
className={cn("w-10 px-0", soundOn ? "text-foreground" : "text-muted-foreground")}
>
<ActionSwapCascadeIcon value={soundOn ? "on" : "off"} className="size-4">
{soundOn ? <Volume2 aria-hidden="true" className="size-4" /> : <VolumeX aria-hidden="true" className="size-4" />}
</ActionSwapCascadeIcon>
</Button>
</Tooltip>
</div>
<p aria-live="polite" className="sr-only">
{announcement}
</p>
</section>
);
}
// The ticket's tear line sits this far down; the side notches are cut there.
const TEAR = 104;
const NOTCH_MASK = `radial-gradient(circle 9px at 0 ${TEAR}px, transparent 98%, black), radial-gradient(circle 9px at 100% ${TEAR}px, transparent 98%, black)`;
// Rises with a little settle (a rare, end-of-round moment), leaves quickly.
const CARD_IN = { type: "spring", duration: 0.4, bounce: 0.15 } as const;
const CARD_OUT = { duration: 0.15, ease: EASE_OUT } as const;
interface ResultProps {
gate: PresenceGateRenderProps["gate"];
outcome: "cashed" | "busted";
multiplier: number;
gems: number;
safeTiles: number;
mines: number;
size: number;
picked: number[];
mineSet: ReadonlySet<number>;
reduce: boolean;
onClose: () => void;
}
/**
* The end-of-round summary over a dimmed board. It has no buttons: the main
* action below the board already says Play again, and tapping anywhere on
* the board (or Escape) puts the card away to study the board.
*/
function ResultCard(props: ResultProps) {
const { gate, reduce, onClose } = props;
return (
<>
<motion.button
type="button"
aria-label="Hide result and show the board"
onClick={onClose}
{...gate}
className="absolute inset-0 z-20 cursor-default rounded-3xl bg-background/55 outline-none backdrop-blur-[2px] focus-visible:ring-2 focus-visible:ring-ring"
initial={{ opacity: 0 }}
animate={{ opacity: 1 }}
exit={{ opacity: 0, transition: CARD_OUT }}
transition={{ duration: 0.2, ease: EASE_OUT }}
/>
<div
inert={gate.inert}
className="pointer-events-none absolute inset-0 z-20 grid place-items-center p-4"
>
<motion.div
role="group"
aria-label="Round result"
// Sized here: the ticket is a size container, so it can't take its
// width from its contents.
className={cn("w-full max-w-[17rem]", TICKET_SHADOW)}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 16, scale: 0.96 }}
animate={{ opacity: 1, y: 0, scale: 1 }}
exit={reduce ? { opacity: 0, transition: CARD_OUT } : { opacity: 0, y: 8, scale: 0.98, transition: CARD_OUT }}
transition={reduce ? { duration: 0.2 } : CARD_IN}
>
<Ticket {...props} />
</motion.div>
</div>
</>
);
}
// Inside the ticket, chunks arrive in reading order: outcome, multiplier,
// stats, then the run replays on the mini map in pick order.
const STAGE = { duration: 0.25, ease: EASE_OUT } as const;
const REPLAY_START = 0.3;
const REPLAY_STEP = 0.05;
// Mini map cells pop in with a small overshoot: each is 8px, so a bounce
// reads as a cell landing rather than a wobble.
const CELL_SPRING = { type: "spring", duration: 0.3, bounce: 0.3 } as const;
function Stage({ delay, reduce, className, children }: { delay: number; reduce: boolean; className?: string; children: ReactNode }) {
return (
<motion.div
className={className}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 6 }}
animate={{ opacity: 1, y: 0 }}
transition={{ ...STAGE, delay: reduce ? 0 : delay }}
>
{children}
</motion.div>
);
}
function MiniMap({ size, picked, mineSet, reduce }: Pick<ResultProps, "size" | "picked" | "mineSet" | "reduce">) {
const hit = picked.at(-1);
// 8px cells 3px apart, kept within 88px so big boards leave the stats room.
const gap = size > 10 ? 1 : 3;
return (
<div
aria-hidden="true"
className="grid shrink-0"
style={{ gridTemplateColumns: `repeat(${size}, minmax(0, 1fr))`, gap, width: Math.min(88, size * 8 + (size - 1) * gap) }}
>
{Array.from({ length: size * size }, (_, tile) => {
const isMine = mineSet.has(tile);
const isPicked = picked.includes(tile);
const order = picked.indexOf(tile);
return (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: tiles are positional
key={tile}
initial={isPicked && !reduce ? { opacity: 0, scale: 0.4 } : false}
animate={{ opacity: 1, scale: 1 }}
transition={{ ...CELL_SPRING, delay: REPLAY_START + order * REPLAY_STEP }}
className={cn(
"aspect-square rounded-[2px]",
isPicked && !isMine && "bg-primary",
isPicked && isMine && tile === hit && "bg-rose-500",
!isPicked && isMine && "ring-1 ring-rose-500/60 ring-inset",
!isPicked && !isMine && "bg-foreground/10",
)}
/>
);
})}
</div>
);
}
// A drop-shadow on the ticket's wrapper: the notch mask would clip a
// box-shadow on the ticket itself.
const TICKET_SHADOW = "[filter:drop-shadow(0_1px_1px_rgb(0_0_0/0.12))_drop-shadow(0_12px_16px_rgb(0_0_0/0.3))]";
/** A ticket stub, notched at a dashed tear line. */
function Ticket({ outcome, multiplier, gems, safeTiles, mines, size, picked, mineSet, reduce }: ResultProps) {
const cashed = outcome === "cashed";
return (
<div
className="@container w-full rounded-2xl bg-card text-foreground"
style={{ WebkitMaskImage: NOTCH_MASK, WebkitMaskComposite: "source-in", maskImage: NOTCH_MASK, maskComposite: "intersect" }}
>
<div
className={cn("flex flex-col items-center justify-center gap-1 rounded-t-2xl px-5 text-center", cashed ? "bg-primary/10" : "bg-rose-500/10")}
style={{ height: TEAR }}
>
<Stage delay={0.05} reduce={reduce}>
<p className={cn("text-xs font-medium tracking-wide uppercase", cashed ? "text-primary" : "text-rose-600 dark:text-rose-400")}>
{cashed ? "Cashed out" : "Mine hit"}
</p>
</Stage>
<Stage delay={0.1} reduce={reduce}>
<p className={cn("text-3xl font-semibold", !cashed && "text-muted-foreground line-through decoration-2")}>
{cashed ? (
<NumberTicker value={multiplier} decimals={2} format={compact} suffix="×" startOnView={false} duration={0.6} stagger={0.05} />
) : (
<span className="tabular-nums">{formatMultiplier(multiplier)}</span>
)}
</p>
</Stage>
</div>
<div aria-hidden="true" className="mx-4 border-t-2 border-dashed border-border" />
<div className="flex items-center gap-4 px-5 pt-4 pb-5">
<Stage delay={0.18} reduce={reduce} className="flex-1">
<dl className="grid gap-1.5 text-xs">
<Row label="Gems" value={`${gems} of ${safeTiles}`} />
<Row label="Mines" value={mines} />
<Row label={cashed ? "Odds beaten" : "Lost on pick"} value={cashed ? `1 in ${compact(multiplier)}` : picked.length} />
</dl>
</Stage>
{/* A narrow ticket keeps the stats on one line each and drops the map. */}
<Stage delay={0.24} reduce={reduce} className="@max-[15rem]:hidden">
<MiniMap size={size} picked={picked} mineSet={mineSet} reduce={reduce} />
</Stage>
</div>
</div>
);
}
function Row({ label, value }: { label: string; value: string | number }) {
return (
<div className="flex justify-between gap-2 whitespace-nowrap">
<dt className="text-muted-foreground">{label}</dt>
<dd className="font-medium tabular-nums">{value}</dd>
</div>
);
}
// The classic minesweeper mine: a solid ball (so it never reads as a sun),
// four thick spikes on the axes and four shorter ones on the diagonals.
const SPIKES = Array.from({ length: 8 }, (_, i) => {
const angle = (i * Math.PI) / 4;
const main = i % 2 === 0;
const [cos, sin] = [Math.cos(angle), Math.sin(angle)];
const reach = main ? 10.5 : 9;
return { main, x1: 12 + cos * 6, y1: 12 + sin * 6, x2: 12 + cos * reach, y2: 12 + sin * reach };
});
/** A mine on Lucide's 24px grid, sized to pair with the gem. */
function MineIcon({ className }: { className?: string }) {
// Decorative: tiles and the stepper name the mine in text.
return (
<svg aria-hidden="true" viewBox="0 0 24 24" fill="currentColor" stroke="currentColor" strokeLinecap="round" className={className}>
{SPIKES.map((spike) => (
<line
key={`${spike.x2.toFixed(2)}-${spike.y2.toFixed(2)}`}
x1={spike.x1}
y1={spike.y1}
x2={spike.x2}
y2={spike.y2}
strokeWidth={spike.main ? 2.5 : 2}
/>
))}
<circle cx={12} cy={12} r={6.5} stroke="none" />
<circle cx={9.75} cy={9.75} r={1.6} fill="white" fillOpacity={0.75} stroke="none" />
</svg>
);
}
/** A small ring that fills with the chance the next pick is safe. */
function OddsRing({ safe, reduce }: { safe: number; reduce: boolean }) {
return (
<svg aria-hidden="true" viewBox="0 0 14 14" className="size-3.5 -rotate-90">
<circle cx={7} cy={7} r={5.5} fill="none" strokeWidth={2} className="stroke-foreground/10" />
<motion.circle
cx={7}
cy={7}
r={5.5}
fill="none"
strokeWidth={2}
strokeLinecap="round"
className={safe < 0.5 ? "stroke-rose-500 dark:stroke-rose-400" : "stroke-primary"}
initial={false}
animate={{ pathLength: safe }}
transition={reduce ? { duration: 0 } : { duration: 0.2, ease: EASE_OUT }}
/>
</svg>
);
}
/** What a tile shows, and for revealed tiles whether the player picked it. */
function tileState(content: MinesTile | null, isPicked: boolean, order: number) {
if (!content) return "hidden";
if (!isPicked) return `${content}, not picked`;
return content === "mine" ? "mine, hit" : `gem, pick ${order + 1}`;
}
/** Rings between two tiles: 0 for the same tile, 1 for its neighbours. */
function ringFrom(from: number, tile: number, size: number) {
return Math.max(
Math.abs(Math.floor(tile / size) - Math.floor(from / size)),
Math.abs((tile % size) - (from % size)),
);
}
// Payouts grow without limit (a cleared 5 × 5 board with 12 mines pays over
// five million), so big ones are shortened to fit: 5.2M, then 1.3E29.
const SHORT = new Intl.NumberFormat("en", { notation: "compact", maximumFractionDigits: 1 });
const SCIENTIFIC = new Intl.NumberFormat("en", { notation: "scientific", maximumFractionDigits: 1 });
function compact(multiplier: number) {
if (multiplier < 10_000) return multiplier.toFixed(2);
return (multiplier < 1e15 ? SHORT : SCIENTIFIC).format(multiplier);
}
/** A multiplier as Mines shows it: 2.50×, or shortened when large (5.2M×). */
export function formatMultiplier(multiplier: number) {
return `${compact(multiplier)}×`;
}
"use client";
import {
ActionSwapButton,
ActionSwapIcon,
ActionSwapText,
type ActionSwapButtonProps,
type ActionSwapIconProps,
type ActionSwapTextProps,
} from "./action-swap";
export type {
ActionSwapButtonSize,
ActionSwapButtonVariant,
ActionSwapItem,
} from "./action-swap";
export type ActionSwapCascadeButtonProps = Omit<ActionSwapButtonProps, "animation">;
export type ActionSwapCascadeTextProps = Omit<ActionSwapTextProps, "animation">;
export type ActionSwapCascadeIconProps = Omit<ActionSwapIconProps, "animation">;
export function ActionSwapCascadeButton(props: ActionSwapCascadeButtonProps) {
return <ActionSwapButton {...props} animation="cascade" />;
}
export function ActionSwapCascadeText(props: ActionSwapCascadeTextProps) {
return <ActionSwapText {...props} animation="cascade" />;
}
export function ActionSwapCascadeIcon(props: ActionSwapCascadeIconProps) {
return <ActionSwapIcon {...props} animation="cascade" />;
}
"use client";
import { Minus, Plus } from "lucide-react";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
createContext,
type MouseEvent,
type ReactNode,
type Ref,
useCallback,
useContext,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import {
EASE_OUT,
SPRING_PRESS,
} from "@/lib/ease";
import {
Liquid,
LiquidItem,
type LiquidTransition,
} from "@/components/motion/liquid";
import { cn } from "@/lib/utils";
// The deliberately elastic separation curve from the liquid email reference.
const STEPPER_LIQUID_TRANSITION = {
duration: 600,
ease: [0.22, 1.3, 0.71, 1],
} as const satisfies LiquidTransition;
type StepDirection = -1 | 0 | 1;
type AdaptiveStepperContextValue = {
value: number;
valueText: string;
direction: StepDirection;
atMin: boolean;
atMax: boolean;
disabled: boolean;
reduce: boolean;
decrement: (restoreFocus: boolean) => void;
increment: (restoreFocus: boolean) => void;
decrementRef: React.MutableRefObject<HTMLButtonElement | null>;
incrementRef: React.MutableRefObject<HTMLButtonElement | null>;
};
const AdaptiveStepperContext = createContext<AdaptiveStepperContextValue | null>(
null,
);
function useAdaptiveStepperContext(component: string) {
const context = useContext(AdaptiveStepperContext);
if (!context) {
throw new Error(`${component} must be used within <AdaptiveStepper>`);
}
return context;
}
function clamp(value: number, min: number, max: number) {
return Math.min(max, Math.max(min, value));
}
function cleanNumber(value: number) {
return Number(value.toFixed(10));
}
function nextStep(
value: number,
direction: -1 | 1,
min: number,
max: number,
step: number,
) {
if (direction === 1) {
const nextIndex = Math.floor((value - min) / step + 1e-10) + 1;
return cleanNumber(Math.min(max, min + nextIndex * step));
}
const previousIndex = Math.ceil((value - min) / step - 1e-10) - 1;
return cleanNumber(Math.max(min, min + previousIndex * step));
}
function mergeRefs<T>(...refs: Array<Ref<T> | undefined>) {
return (node: T | null) => {
for (const ref of refs) {
if (typeof ref === "function") ref(node);
else if (ref && typeof ref === "object") {
(ref as React.MutableRefObject<T | null>).current = node;
}
}
};
}
export interface AdaptiveStepperProps {
children: ReactNode;
value?: number;
defaultValue?: number;
onValueChange?: (value: number) => void;
min?: number;
max?: number;
step?: number;
disabled?: boolean;
name?: string;
formatValueText?: (value: number) => string;
className?: string;
"aria-label"?: string;
}
export function AdaptiveStepper({
children,
value: controlledValue,
defaultValue = 0,
onValueChange,
min = 0,
max = 10,
step = 1,
disabled = false,
name,
formatValueText,
className,
"aria-label": ariaLabel = "Quantity",
}: AdaptiveStepperProps) {
const reduce = useReducedMotion() ?? false;
const labelId = useId();
const decrementRef = useRef<HTMLButtonElement>(null);
const incrementRef = useRef<HTMLButtonElement>(null);
const lower = Number.isFinite(min) ? min : 0;
const suppliedMax = Number.isFinite(max) ? max : lower;
const upper = suppliedMax > lower ? suppliedMax : lower;
const stride = Number.isFinite(step) && step > 0 ? step : 1;
const [internalValue, setInternalValue] = useState(() =>
clamp(Number.isFinite(defaultValue) ? defaultValue : lower, lower, upper),
);
const controlled = controlledValue !== undefined;
const suppliedValue = controlled ? controlledValue : internalValue;
const currentValue = clamp(
Number.isFinite(suppliedValue) ? suppliedValue : lower,
lower,
upper,
);
const previousValueRef = useRef(currentValue);
const currentValueRef = useRef(currentValue);
const direction: StepDirection =
currentValue === previousValueRef.current
? 0
: currentValue > previousValueRef.current
? 1
: -1;
useLayoutEffect(() => {
previousValueRef.current = currentValue;
currentValueRef.current = currentValue;
}, [currentValue]);
const commit = useCallback(
(nextValue: number, restoreFocus: boolean) => {
const next = clamp(cleanNumber(nextValue), lower, upper);
if (next === currentValue) return;
if (!controlled) setInternalValue(next);
onValueChange?.(next);
if (!restoreFocus) return;
requestAnimationFrame(() => {
if (next === upper && currentValueRef.current === upper) {
decrementRef.current?.focus();
} else if (next === lower && currentValueRef.current === lower) {
incrementRef.current?.focus();
}
});
},
[controlled, currentValue, lower, onValueChange, upper],
);
const decrement = useCallback(
(restoreFocus: boolean) => {
if (disabled || currentValue <= lower) return;
commit(nextStep(currentValue, -1, lower, upper, stride), restoreFocus);
},
[commit, currentValue, disabled, lower, stride, upper],
);
const increment = useCallback(
(restoreFocus: boolean) => {
if (disabled || currentValue >= upper) return;
commit(nextStep(currentValue, 1, lower, upper, stride), restoreFocus);
},
[commit, currentValue, disabled, lower, stride, upper],
);
const valueText = formatValueText?.(currentValue) ?? String(currentValue);
const context = useMemo<AdaptiveStepperContextValue>(
() => ({
value: currentValue,
valueText,
direction,
atMin: currentValue <= lower,
atMax: currentValue >= upper,
disabled,
reduce,
decrement,
increment,
decrementRef,
incrementRef,
}),
[
currentValue,
decrement,
direction,
disabled,
increment,
lower,
reduce,
upper,
valueText,
],
);
return (
<AdaptiveStepperContext.Provider value={context}>
<fieldset
disabled={disabled}
className={cn(
"relative isolate m-0 inline-block h-12 w-[13.5rem] border-0 p-0",
className,
)}
>
<legend id={labelId} className="sr-only">
{ariaLabel}. Current value: {valueText}
</legend>
<Liquid
blur={8}
contrast={22}
fill="var(--background)"
className="size-full"
>
{children}
</Liquid>
{name ? <input type="hidden" name={name} value={currentValue} /> : null}
</fieldset>
</AdaptiveStepperContext.Provider>
);
}
export interface AdaptiveStepperActionProps
extends Omit<HTMLMotionProps<"button">, "children" | "onClick"> {
children?: ReactNode;
onClick?: (event: MouseEvent<HTMLButtonElement>) => void;
ref?: Ref<HTMLButtonElement>;
}
function StepperAction({
direction,
children,
className,
onClick,
ref,
style,
tabIndex,
"aria-label": ariaLabel,
...props
}: AdaptiveStepperActionProps & { direction: -1 | 1 }) {
const context = useAdaptiveStepperContext("AdaptiveStepper action");
const hidden = direction === -1 ? context.atMin : context.atMax;
const actionRef =
direction === -1 ? context.decrementRef : context.incrementRef;
const label =
ariaLabel ?? (direction === -1 ? "Decrease value" : "Increase value");
const action = direction === -1 ? context.decrement : context.increment;
const x =
direction === -1
? hidden
? 32
: 0
: hidden
? 136
: 168;
return (
<LiquidItem
x={x}
y={0}
width={48}
height={48}
radius={24}
transition={STEPPER_LIQUID_TRANSITION}
>
<motion.button
{...props}
ref={mergeRefs(ref, actionRef)}
type="button"
aria-label={label}
aria-hidden={hidden || undefined}
tabIndex={hidden ? -1 : tabIndex}
disabled={context.disabled || hidden}
whileTap={
context.reduce || context.disabled || hidden
? undefined
: { scale: 0.94 }
}
transition={context.reduce ? { duration: 0 } : SPRING_PRESS}
style={style}
className={cn(
"grid size-full place-items-center rounded-full border border-transparent bg-transparent bg-clip-padding text-foreground outline-none transition-colors hover:bg-muted focus-visible:ring-2 focus-visible:ring-ring disabled:pointer-events-none",
hidden && "hover:bg-transparent",
context.disabled && "opacity-50",
className,
)}
onClick={(event) => {
onClick?.(event);
if (!event.defaultPrevented) action(event.detail === 0);
}}
>
<motion.span
aria-hidden="true"
initial={{
opacity: hidden ? 0 : 1,
filter: hidden ? "blur(2px)" : "blur(0px)",
}}
animate={{
opacity: hidden ? 0 : 1,
filter: hidden ? "blur(2px)" : "blur(0px)",
}}
transition={{ duration: context.reduce ? 0 : 0.15, ease: EASE_OUT }}
>
{children ??
(direction === -1 ? (
<Minus className="size-5" strokeWidth={2.5} />
) : (
<Plus className="size-5" strokeWidth={2.5} />
))}
</motion.span>
</motion.button>
</LiquidItem>
);
}
export function AdaptiveStepperDecrement(props: AdaptiveStepperActionProps) {
return <StepperAction {...props} direction={-1} />;
}
export interface AdaptiveStepperValueProps
extends Omit<HTMLMotionProps<"output">, "children"> {
children?: ReactNode | ((value: number) => ReactNode);
}
export function AdaptiveStepperValue({
children,
className,
style,
...props
}: AdaptiveStepperValueProps) {
const context = useAdaptiveStepperContext("AdaptiveStepperValue");
const geometry =
context.atMin && context.atMax
? { x: 0, width: 216 }
: context.atMin
? { x: 0, width: 152 }
: context.atMax
? { x: 64, width: 152 }
: { x: 64, width: 88 };
const displayValue =
typeof children === "function" ? children(context.value) : children;
const renderedValue = displayValue ?? context.value;
const canRoll =
typeof renderedValue === "number" || typeof renderedValue === "string";
const distance = context.reduce || !canRoll ? 0 : context.direction * 32;
const enterFrom = `translateY(${distance}%)`;
const exitTo = `translateY(${-distance}%)`;
return (
<LiquidItem
x={geometry.x}
y={0}
width={geometry.width}
height={48}
radius={24}
transition={STEPPER_LIQUID_TRANSITION}
>
<motion.output
{...props}
aria-live="polite"
aria-atomic="true"
style={style}
className={cn(
"flex size-full min-w-0 items-center justify-center overflow-hidden rounded-full border border-transparent bg-transparent bg-clip-padding px-4 text-lg font-semibold tabular-nums text-foreground",
className,
)}
>
<span className="sr-only">{context.valueText}</span>
<span
aria-hidden="true"
className="relative grid min-h-[1.1em] min-w-[1ch] place-items-center overflow-hidden leading-none"
>
<AnimatePresence initial={false} mode="popLayout">
<motion.span
key={context.value}
initial={{
opacity: context.reduce ? 1 : 0.35,
filter: context.reduce ? "blur(0px)" : "blur(2px)",
transform: enterFrom,
}}
animate={{
opacity: 1,
filter: "blur(0px)",
transform: "translateY(0%)",
}}
exit={{
opacity: context.reduce ? 1 : 0,
filter: context.reduce ? "blur(0px)" : "blur(2px)",
transform: exitTo,
transition: {
duration: context.reduce ? 0 : 0.12,
ease: EASE_OUT,
},
}}
transition={{
duration: context.reduce ? 0 : 0.18,
ease: EASE_OUT,
}}
className="col-start-1 row-start-1 will-change-[transform,filter,opacity]"
>
{renderedValue}
</motion.span>
</AnimatePresence>
</span>
</motion.output>
</LiquidItem>
);
}
export function AdaptiveStepperIncrement(props: AdaptiveStepperActionProps) {
return <StepperAction {...props} direction={1} />;
}
export type {
ButtonLinkProps,
ButtonProps,
ButtonSize,
ButtonVariant,
} from "./base";
export { Button, ButtonLink } from "./base";
export type { MagneticButtonProps } from "./magnetic";
export { MagneticButton } from "./magnetic";
export type { MetallicButtonProps } from "./metallic";
export { MetallicButton } from "./metallic";
export type { ButtonState, StatefulButtonProps } from "./stateful";
export { StatefulButton } from "./stateful";
"use client";
import { animate, motion, useInView, useReducedMotion } from "motion/react";
import { useEffect, useMemo, useRef, useState } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
export interface NumberTickerProps {
value: number;
/** Digits to pad to (left). */
pad?: number;
/**
* Fraction digits to keep. The value is rounded to this many places before
* `format` runs (default 0, whole numbers).
*/
decimals?: number;
/** Per-digit roll duration in seconds. */
duration?: number;
/** Stagger between digits. */
stagger?: number;
/** Render only after the element enters the viewport. */
startOnView?: boolean;
prefix?: string;
suffix?: string;
/** Add a small blur during digit rolls. */
blur?: boolean;
className?: string;
digitClassName?: string;
/** Insert locale group separators (commas). Server-component safe. */
locale?: boolean;
/** Custom formatter. Client-only — server components must use `locale` instead. */
format?: (value: number) => string;
}
const DIGIT_HEIGHT_EM = 1.1;
const DIGITS = Array.from({ length: 10 }, (_, n) => n);
export function NumberTicker({
value,
pad,
decimals = 0,
duration = 0.9,
stagger = 0.04,
startOnView = true,
prefix,
suffix,
blur = false,
className,
digitClassName,
locale,
format,
}: NumberTickerProps) {
const containerRef = useRef<HTMLSpanElement>(null);
const inView = useInView(containerRef, { once: true, amount: 0.6 });
const [armed, setArmed] = useState(!startOnView);
useEffect(() => {
if (startOnView && inView) setArmed(true);
}, [startOnView, inView]);
const text = useMemo(() => {
const places = Math.max(0, Math.floor(decimals));
const factor = 10 ** places;
const rounded = Math.round(value * factor) / factor;
const formatted = format
? format(rounded)
: locale
? rounded.toLocaleString(undefined, {
minimumFractionDigits: places,
maximumFractionDigits: places,
})
: rounded.toFixed(places);
return pad ? formatted.padStart(pad, "0") : formatted;
}, [value, pad, decimals, format, locale]);
const glyphs = useMemo(() => {
const chars = text.split("");
// Key by place value (position from the right): a changing digit keeps its
// identity and rolls to the new value instead of remounting and replaying
// from 0. Growing numbers add glyphs on the left without re-keying the
// ones, tens, hundreds already on screen.
return chars.map((char, i) => ({ char, id: `g-${chars.length - 1 - i}` }));
}, [text]);
const readableText = `${prefix ?? ""}${text}${suffix ?? ""}`;
// Stagger is an entrance flourish. Once the reveal has played, value
// changes roll every digit immediately — a per-digit delay on live updates
// reads as lag.
const [entered, setEntered] = useState(false);
useEffect(() => {
if (!armed || entered) return;
const total = (duration + glyphs.length * stagger) * 1000;
const t = window.setTimeout(() => setEntered(true), total);
return () => window.clearTimeout(t);
}, [armed, entered, duration, stagger, glyphs.length]);
return (
<span
ref={containerRef}
className={cn("inline-flex items-baseline tabular-nums", className)}
>
<span className="sr-only">{readableText}</span>
<span aria-hidden="true" className="inline-flex items-baseline">
{prefix ? <span>{prefix}</span> : null}
{glyphs.map(({ char, id }, i) => {
const isDigit = /\d/.test(char);
if (!isDigit) {
return (
<span key={id} className="inline-block">
{char}
</span>
);
}
const digit = Number(char);
return (
<Digit
key={id}
digit={armed ? digit : 0}
delay={entered ? 0 : i * stagger}
duration={duration}
blur={blur}
className={digitClassName}
/>
);
})}
{suffix ? <span>{suffix}</span> : null}
</span>
</span>
);
}
function Digit({
digit,
delay,
duration,
blur,
className,
}: {
digit: number;
delay: number;
duration: number;
blur: boolean;
className?: string;
}) {
const reduce = useReducedMotion();
const columnRef = useRef<HTMLSpanElement>(null);
useEffect(() => {
if (reduce || !blur || !columnRef.current || !Number.isFinite(digit)) {
return;
}
const node = columnRef.current;
const controls = animate(
node,
{ filter: ["blur(10px)", "blur(0px)"] },
{
duration: Math.min(duration * 0.75, 0.32),
delay,
ease: EASE_OUT,
},
);
return () => {
controls.stop();
node.style.filter = "blur(0px)";
};
}, [blur, delay, digit, duration, reduce]);
return (
// The invisible in-flow digit gives the slot a real text baseline so it
// lines up with surrounding text; clip-path clips the rolling column
// without moving that baseline the way overflow: hidden would.
<span
className={cn(
"relative inline-block text-center [clip-path:inset(0)]",
className,
)}
style={{
height: `${DIGIT_HEIGHT_EM}em`,
lineHeight: `${DIGIT_HEIGHT_EM}em`,
width: "1ch",
}}
>
<span className="invisible">{digit}</span>
<motion.span
ref={columnRef}
initial={{ y: 0 }}
animate={{ y: `-${digit * DIGIT_HEIGHT_EM}em` }}
transition={
reduce
? { duration: 0 }
: { duration, delay, ease: EASE_OUT }
}
className="absolute inset-x-0 top-0 flex flex-col items-center will-change-[transform,filter]"
>
{DIGITS.map((n) => (
<span
key={n}
className="flex h-[1.1em] items-center justify-center leading-none"
>
{n}
</span>
))}
</motion.span>
</span>
);
}
"use client";
import { AnimatePresence } from "motion/react";
import {
type ComponentProps,
type PointerEvent as ReactPointerEvent,
cloneElement,
createContext,
isValidElement,
type ReactElement,
type ReactNode,
type Ref,
type RefObject,
useCallback,
useContext,
useEffect,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { createPortal } from "react-dom";
import { TooltipSurface } from "@/components/motion/tooltip-surface";
import { useDismiss } from "@/lib/hooks/use-dismiss";
import { useHoverGesture } from "@/lib/hooks/use-hover-gesture";
import { useTapGesture } from "@/lib/hooks/use-tap-gesture";
import { cn } from "@/lib/utils";
import { focusFromKeyboard, graceArea, inBox, inPolygon, watchModality } from "./tooltip/grace";
import { TooltipArrow, TooltipPositioner } from "./tooltip/positioner";
import {
type TooltipAlign,
type TooltipAnchor,
type TooltipPoint,
type TooltipSide,
useTooltipPointer,
} from "./tooltip/use-position";
export type { TooltipAlign, TooltipSide };
/* -------------------------------------------------------------------------- */
/* Provider */
/* -------------------------------------------------------------------------- */
interface TooltipTiming {
/** Delay before a hover opens a tooltip (ms). */
delay: number;
/** Delay before a tooltip closes once the pointer has left it (ms). */
closeDelay: number;
/** After one tooltip closes, others open instantly for this long (ms). */
skipDelay: number;
}
const TimingContext = createContext<TooltipTiming>({ delay: 120, closeDelay: 0, skipDelay: 300 });
export interface TooltipProviderProps extends Partial<TooltipTiming> {
children: ReactNode;
}
/** Shared timing for every tooltip inside it. Optional: tooltips work without one. */
export function TooltipProvider({ children, ...timing }: TooltipProviderProps) {
const parent = useContext(TimingContext);
const { delay = parent.delay, closeDelay = parent.closeDelay, skipDelay = parent.skipDelay } =
timing;
const value = useMemo(() => ({ delay, closeDelay, skipDelay }), [delay, closeDelay, skipDelay]);
return <TimingContext.Provider value={value}>{children}</TimingContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Root */
/* -------------------------------------------------------------------------- */
// Moving along a toolbar should feel instant after the first label, and only
// one label may show at a time: a keyboard-focused control and a hovered one
// would otherwise both claim the screen.
let lastClosedAt = 0;
let current: { close: () => void } | null = null;
function isEmpty(content: ReactNode) {
return content == null || content === false || content === "";
}
interface TooltipContextValue {
open: boolean;
contentId: string;
labelId: string;
asLabel: boolean;
empty: boolean;
followCursor: boolean;
anchor: TooltipAnchor | null;
/** True when a TooltipTrigger owns the anchor; false for an external `anchorRef`. */
triggered: boolean;
floatingRef: RefObject<HTMLSpanElement | null>;
pointer: ReturnType<typeof useTooltipPointer>;
setTrigger: (element: TooltipAnchor | null) => void;
setEmpty: (empty: boolean) => void;
close: () => void;
onContentEnter: () => void;
onContentLeave: (event: ReactPointerEvent) => void;
}
const TooltipContext = createContext<TooltipContextValue | null>(null);
function useTooltipContext(part: string) {
const context = useContext(TooltipContext);
if (!context) throw new Error(`${part} must be used inside <Tooltip>`);
return context;
}
export interface TooltipRootProps {
children?: ReactNode;
open?: boolean;
defaultOpen?: boolean;
onOpenChange?: (open: boolean) => void;
/** Delay before showing on hover (ms). Keyboard focus shows immediately. */
delay?: number;
/** Delay before hiding once the pointer has left (ms). */
closeDelay?: number;
/** Never show, e.g. while the label it carries is already visible. */
disabled?: boolean;
/**
* Use the tooltip as the trigger's accessible name rather than its
* description. For icon-only controls whose only label is the tooltip.
*/
asLabel?: boolean;
/** Follow real pointer coordinates; keyboard focus still uses the anchor. */
followCursor?: boolean;
/** Existing anchor for controlled integrations such as chart cells. */
anchorRef?: RefObject<TooltipAnchor | null>;
/** Id of the tooltip surface, for anchors that reference it themselves. */
id?: string;
}
function TooltipRoot({
children,
open: controlledOpen,
defaultOpen = false,
onOpenChange,
delay: delayProp,
closeDelay: closeDelayProp,
disabled = false,
asLabel = false,
followCursor = false,
anchorRef,
id,
initialEmpty = false,
}: TooltipRootProps & { initialEmpty?: boolean }) {
const timing = useContext(TimingContext);
const delay = delayProp ?? timing.delay;
const closeDelay = closeDelayProp ?? timing.closeDelay;
const [uncontrolledOpen, setUncontrolledOpen] = useState(defaultOpen);
const open = controlledOpen ?? uncontrolledOpen;
const [empty, setEmpty] = useState(initialEmpty);
const [trigger, setTrigger] = useState<TooltipAnchor | null>(null);
const [external, setExternal] = useState<TooltipAnchor | null>(null);
const anchor = anchorRef ? external : trigger;
const generatedId = useId();
const contentId = id ?? `${generatedId}-content`;
const labelId = `${generatedId}-label`;
const floatingRef = useRef<HTMLSpanElement | null>(null);
const anchorObject = useRef<TooltipAnchor | null>(null);
const pointer = useTooltipPointer(anchor, followCursor);
// An external ref can attach after this component renders; read it once it has.
useLayoutEffect(() => {
if (!anchorRef) return;
const element = anchorRef.current ?? null;
if (element !== external) setExternal(element);
});
// Everything the event listeners read, current without re-binding them.
const latest = useRef({ open, delay, closeDelay, disabled, empty, onOpenChange, controlled: false });
useLayoutEffect(() => {
anchorObject.current = anchor;
latest.current = {
open,
delay,
closeDelay,
disabled,
empty,
onOpenChange,
controlled: controlledOpen !== undefined,
};
});
const openTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const closeTimer = useRef<ReturnType<typeof setTimeout> | null>(null);
const grace = useRef<(() => void) | null>(null);
const self = useRef<{ close: () => void }>({ close: () => {} });
const clearTimers = useCallback(() => {
if (openTimer.current) clearTimeout(openTimer.current);
if (closeTimer.current) clearTimeout(closeTimer.current);
openTimer.current = null;
closeTimer.current = null;
}, []);
const stopGrace = useCallback(() => {
grace.current?.();
grace.current = null;
}, []);
// Only a real change reaches the consumer: a pointer leaving a closed
// tooltip is not news.
const commit = useCallback((next: boolean) => {
if (latest.current.open === next) return;
if (!latest.current.controlled) setUncontrolledOpen(next);
latest.current.onOpenChange?.(next);
}, []);
const openNow = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.disabled || latest.current.empty) return;
if (current && current !== self.current) current.close();
current = self.current;
commit(true);
}, [clearTimers, stopGrace, commit]);
const close = useCallback(() => {
clearTimers();
stopGrace();
if (latest.current.open) lastClosedAt = Date.now();
if (current === self.current) current = null;
commit(false);
}, [clearTimers, stopGrace, commit]);
useLayoutEffect(() => {
self.current.close = close;
}, [close]);
const requestOpen = useCallback(() => {
clearTimers();
if (latest.current.open || latest.current.disabled || latest.current.empty) return;
const warm = Date.now() - lastClosedAt < timing.skipDelay;
if (warm || latest.current.delay <= 0) openNow();
else openTimer.current = setTimeout(openNow, latest.current.delay);
}, [clearTimers, openNow, timing.skipDelay]);
const requestClose = useCallback(() => {
clearTimers();
if (latest.current.closeDelay > 0) {
closeTimer.current = setTimeout(close, latest.current.closeDelay);
} else close();
}, [clearTimers, close]);
// Hold the label open while the pointer crosses from one box toward the other.
const startGrace = useCallback(
(exit: TooltipPoint, from: Element, to: Element | null) => {
stopGrace();
if (!to) return requestClose();
const target = to.getBoundingClientRect();
const origin = from.getBoundingClientRect();
const corridor = graceArea(exit, target);
const onMove = (event: PointerEvent) => {
const point = { x: event.clientX, y: event.clientY };
if (inBox(point, target) || inBox(point, origin)) return;
if (!inPolygon(point, corridor)) requestClose();
};
document.addEventListener("pointermove", onMove);
grace.current = () => document.removeEventListener("pointermove", onMove);
},
[stopGrace, requestClose],
);
const hover = useHoverGesture();
const tap = useTapGesture<boolean>();
// Listeners go on the trigger itself rather than on cloned props, so a
// component that owns its own handlers keeps them, and no wrapper element
// sits between the control and its layout.
useEffect(() => {
if (anchorRef || !trigger) return;
watchModality();
// A mouse press dismisses the label and keeps it away until the pointer
// leaves; hovering a control you just clicked should not bring it back.
let suppressed = false;
// Focus that came from the keyboard holds the label open on its own.
let keyboardFocus = false;
const onEnter = (event: PointerEvent) => {
if (!hover.enter(event)) return;
stopGrace();
if (closeTimer.current) clearTimeout(closeTimer.current);
if (!suppressed) requestOpen();
};
const onLeave = (event: PointerEvent) => {
if (!hover.leave(event)) return;
suppressed = false;
if (keyboardFocus) return;
if (openTimer.current) {
clearTimers();
return;
}
if (latest.current.open && !followCursor) {
startGrace({ x: event.clientX, y: event.clientY }, trigger, floatingRef.current);
} else requestClose();
};
const onDown = (event: PointerEvent) => {
tap.start(event, latest.current.open);
if (event.pointerType === "mouse") {
suppressed = true;
close();
}
};
// A finger never hovers, and Safari does not focus a button on tap either,
// so the label is only reachable if the tap itself toggles it. The click
// carries no pointerType; the pointerdown before it says whether it was a
// tap, and keyboard activation has none at all.
const onClick = () => {
const gesture = tap.take();
if (!gesture || gesture.pointerType === "mouse") return;
if (gesture.state) close();
else openNow();
};
const onKey = () => tap.drop();
const onFocusIn = () => {
if (!focusFromKeyboard()) return;
keyboardFocus = true;
openNow();
};
const onFocusOut = (event: FocusEvent) => {
if (trigger.contains(event.relatedTarget as Node | null)) return;
keyboardFocus = false;
close();
};
// Both element kinds dispatch the same events; one type keeps the listeners typed.
const el = trigger as HTMLElement;
el.addEventListener("pointerenter", onEnter);
el.addEventListener("pointerleave", onLeave);
el.addEventListener("pointerdown", onDown);
el.addEventListener("pointercancel", tap.drop);
el.addEventListener("click", onClick);
el.addEventListener("keydown", onKey);
el.addEventListener("focusin", onFocusIn);
el.addEventListener("focusout", onFocusOut);
return () => {
el.removeEventListener("pointerenter", onEnter);
el.removeEventListener("pointerleave", onLeave);
el.removeEventListener("pointerdown", onDown);
el.removeEventListener("pointercancel", tap.drop);
el.removeEventListener("click", onClick);
el.removeEventListener("keydown", onKey);
el.removeEventListener("focusin", onFocusIn);
el.removeEventListener("focusout", onFocusOut);
};
}, [
anchorRef,
trigger,
followCursor,
hover,
tap,
requestOpen,
requestClose,
openNow,
close,
clearTimers,
stopGrace,
startGrace,
]);
// While open, a trigger that turns disabled loses focus without a blur event,
// and a window that loses focus never reports the pointer leaving.
useEffect(() => {
if (!open || anchorRef || !trigger) return;
const observer = new MutationObserver(() => {
if (trigger.matches(":disabled, [aria-disabled='true']")) close();
});
observer.observe(trigger, { attributes: true, attributeFilter: ["disabled", "aria-disabled"] });
window.addEventListener("blur", close);
return () => {
observer.disconnect();
window.removeEventListener("blur", close);
};
}, [open, anchorRef, trigger, close]);
// A chart drives its own open state and swaps content as it goes; only a
// trigger-owned label closes itself for having nothing to say.
useEffect(() => {
if (disabled || (empty && !anchorRef)) close();
}, [disabled, empty, anchorRef, close]);
useEffect(
() => () => {
clearTimers();
stopGrace();
if (current === self.current) current = null;
},
[clearTimers, stopGrace],
);
const insideTooltip = useCallback(
(target: Element) => Boolean(floatingRef.current?.contains(target)),
[],
);
// ...and closed by the next tap that lands somewhere else, or Escape. The
// label covers nothing interactive, so that tap passes through to what it hit.
useDismiss(open, close, anchorObject, { ignore: insideTooltip });
const onContentEnter = useCallback(() => {
stopGrace();
clearTimers();
}, [stopGrace, clearTimers]);
const onContentLeave = useCallback(
(event: ReactPointerEvent) => {
const floating = floatingRef.current;
if (!floating) return;
if (anchorRef) {
// Bridge the small gap back onto a chart; it reopens on its own terms.
clearTimers();
closeTimer.current = setTimeout(close, 100);
return;
}
startGrace({ x: event.clientX, y: event.clientY }, floating, anchorObject.current);
},
[anchorRef, clearTimers, close, startGrace],
);
const value = useMemo<TooltipContextValue>(
() => ({
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
triggered: !anchorRef,
floatingRef,
pointer,
setTrigger,
setEmpty,
close,
onContentEnter,
onContentLeave,
}),
[
open,
contentId,
labelId,
asLabel,
empty,
followCursor,
anchor,
anchorRef,
pointer,
close,
onContentEnter,
onContentLeave,
],
);
return <TooltipContext.Provider value={value}>{children}</TooltipContext.Provider>;
}
/* -------------------------------------------------------------------------- */
/* Trigger */
/* -------------------------------------------------------------------------- */
function mergeIds(...ids: unknown[]) {
return ids.filter((value) => typeof value === "string" && value).join(" ") || undefined;
}
function assignRef<T>(ref: Ref<T> | undefined, value: T | null) {
if (typeof ref === "function") ref(value);
else if (ref) (ref as { current: T | null }).current = value;
}
export interface TooltipTriggerProps extends ComponentProps<"button"> {
/** Use the single child element as the trigger instead of rendering a button. */
asChild?: boolean;
}
export function TooltipTrigger({ asChild = false, children, ref, ...props }: TooltipTriggerProps) {
const { open, contentId, labelId, asLabel, empty, setTrigger } =
useTooltipContext("TooltipTrigger");
const child = asChild && isValidElement(children) ? children : null;
const childProps = (child?.props ?? props) as Record<string, unknown>;
const childRef = child ? (childProps.ref as Ref<TooltipAnchor> | undefined) : undefined;
const attached = useRef<TooltipAnchor | null>(null);
const setRef = useCallback(
(element: TooltipAnchor | null) => {
attached.current = element;
setTrigger(element);
assignRef(childRef ?? (ref as Ref<TooltipAnchor> | undefined), element);
},
[setTrigger, childRef, ref],
);
useEffect(() => {
if (process.env.NODE_ENV !== "production" && child && !attached.current) {
console.warn(
"TooltipTrigger: the child did not attach a ref, so the tooltip has nothing to listen to. Render a DOM element or a component that passes `ref` through.",
);
}
}, [child]);
const aria = asLabel
? {
"aria-labelledby": empty
? (childProps["aria-labelledby"] as string | undefined)
: labelId,
}
: {
"aria-describedby": mergeIds(
childProps["aria-describedby"],
open && !empty ? contentId : undefined,
),
};
if (asChild) {
if (!child) return children;
return cloneElement(child as ReactElement<Record<string, unknown>>, { ref: setRef, ...aria });
}
return (
<button
type="button"
data-state={open ? "open" : "closed"}
{...props}
ref={setRef as Ref<HTMLButtonElement>}
{...aria}
>
{children}
</button>
);
}
/* -------------------------------------------------------------------------- */
/* Content */
/* -------------------------------------------------------------------------- */
export interface TooltipContentProps {
children?: ReactNode;
side?: TooltipSide;
align?: TooltipAlign;
/** Gap between anchor and tooltip (px). */
sideOffset?: number;
/** Draw an arrow pointing at the anchor. */
arrow?: boolean;
/** Point within the anchor, as fractions of its rendered width and height. */
anchorPoint?: TooltipPoint;
className?: string;
}
export function TooltipContent({
children,
side = "top",
align = "center",
sideOffset,
arrow = false,
anchorPoint,
className,
}: TooltipContentProps) {
const {
open,
contentId,
labelId,
asLabel,
followCursor,
anchor,
floatingRef,
pointer,
setEmpty,
close,
onContentEnter,
onContentLeave,
} = useTooltipContext("TooltipContent");
const empty = isEmpty(children);
const arrowRef = useRef<SVGSVGElement | null>(null);
useLayoutEffect(() => {
setEmpty(empty);
}, [empty, setEmpty]);
if (typeof document === "undefined") return null;
return createPortal(
<>
{/* The name has to exist while the label is closed, so it lives apart from the surface. */}
{asLabel && !empty ? (
<span id={labelId} hidden>
{children}
</span>
) : null}
<AnimatePresence>
{open && !empty ? (
<TooltipPositioner
key="tooltip"
anchor={anchor}
floatingRef={floatingRef}
arrowRef={arrow ? arrowRef : undefined}
anchorPoint={anchorPoint}
followCursor={followCursor}
side={side}
align={align}
sideOffset={sideOffset}
onDismiss={close}
pointer={pointer}
>
{(positioned, isPresent, placedSide) => (
<TooltipSurface
id={asLabel ? undefined : contentId}
aria-hidden={asLabel || undefined}
ready={positioned}
onPointerEnter={onContentEnter}
onPointerLeave={onContentLeave}
style={{ pointerEvents: isPresent && !followCursor ? "auto" : "none" }}
className={cn(
"max-w-[min(20rem,calc(100vw-16px))] whitespace-normal break-words",
arrow && "relative",
className,
)}
>
{children}
{arrow ? <TooltipArrow ref={arrowRef} side={placedSide} /> : null}
</TooltipSurface>
)}
</TooltipPositioner>
) : null}
</AnimatePresence>
</>,
document.body,
);
}
/* -------------------------------------------------------------------------- */
/* Tooltip (root, or one-line shorthand when given `content`) */
/* -------------------------------------------------------------------------- */
export interface TooltipProps
extends TooltipRootProps,
Omit<TooltipContentProps, "children" | "className"> {
/**
* Shorthand: the tooltip's content. With it, `children` is the trigger
* element; without it, compose `TooltipTrigger` and `TooltipContent`.
*/
content?: ReactNode;
/** Shorthand only: classes for the tooltip surface. */
className?: string;
}
export function Tooltip(props: TooltipProps) {
if (!("content" in props)) return <TooltipRoot {...props} />;
const {
content,
children,
side,
align,
sideOffset,
arrow,
anchorPoint,
className,
...root
} = props;
if (!root.anchorRef && !isValidElement(children)) return children ?? null;
return (
<TooltipRoot {...root} initialEmpty={isEmpty(content)}>
{isValidElement(children) ? <TooltipTrigger asChild>{children}</TooltipTrigger> : null}
<TooltipContent
side={side}
align={align}
sideOffset={sideOffset}
arrow={arrow}
anchorPoint={anchorPoint}
className={className}
>
{content}
</TooltipContent>
</TooltipRoot>
);
}
"use client";
import { AnimatePresence, type HTMLMotionProps, motion, useReducedMotion, type Variants } from "motion/react";
import type { ReactNode } from "react";
import { useState } from "react";
import { EASE_OUT, SPRING_LAYOUT, SPRING_PRESS, SPRING_SWAP } from "@/lib/ease";
import { cn } from "@/lib/utils";
export type ActionSwapItem = {
id: string;
label: ReactNode;
icon?: ReactNode;
ariaLabel?: string;
};
export type ActionSwapButtonVariant = "primary" | "secondary" | "outline" | "ghost";
export type ActionSwapButtonSize = "sm" | "md" | "lg" | "icon";
export type ActionSwapAnimation = "blur" | "roll" | "cascade";
/** Animations with a single-element variant set (cascade animates per letter). */
type CoreAnimation = "blur" | "roll";
export interface ActionSwapButtonProps extends Omit<
HTMLMotionProps<"button">,
"children" | "onChange"
> {
items: ActionSwapItem[];
value?: string;
defaultValue?: string;
onValueChange?: (value: string, item: ActionSwapItem) => void;
variant?: ActionSwapButtonVariant;
size?: ActionSwapButtonSize;
animation?: ActionSwapAnimation;
iconOnly?: boolean;
cycle?: boolean;
}
export interface ActionSwapTextProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
export interface ActionSwapIconProps {
value: string;
children: ReactNode;
animation?: ActionSwapAnimation;
className?: string;
}
// The arriving layer springs in, so a second press mid-swap bends it toward
// the new target instead of restarting. The leaving layer is a little quicker,
// still long enough to cross the arrival so the swap reads as one morph.
const BLUR_TRANSITION = SPRING_SWAP;
const BLUR_EXIT_TRANSITION = { duration: 0.16, ease: EASE_OUT } as const;
const ROLL_TRANSITION = SPRING_SWAP;
const ROLL_EXIT_TRANSITION = { duration: 0.14, ease: EASE_OUT } as const;
// A light blur softens the crossing without smearing small glyphs.
const SWAP_BLUR = "blur(2px)";
const ROLL_BLUR = "blur(3px)";
// Cascade rolls the label one letter at a time, left to right. The leaving
// and landing strings overlap as independent layers (no shared cells), so
// proportional glyph widths never jitter. Exits cascade at half the enter
// stagger so the tail of the old label lingers briefly.
const CASCADE_STAGGER = 0.025;
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const TEXT_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.9, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.96,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: "90%", filter: ROLL_BLUR },
animate: {
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: "-90%",
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const ICON_VARIANTS: Record<CoreAnimation, Variants> = {
blur: {
initial: { opacity: 0, scale: 0.25, filter: SWAP_BLUR },
animate: {
opacity: 1,
scale: 1,
filter: "blur(0px)",
transition: BLUR_TRANSITION,
},
exit: {
opacity: 0,
scale: 0.25,
filter: SWAP_BLUR,
transition: BLUR_EXIT_TRANSITION,
},
},
roll: {
initial: { opacity: 0, y: 12, filter: ROLL_BLUR },
animate: {
opacity: 1,
y: 0,
filter: "blur(0px)",
transition: ROLL_TRANSITION,
},
exit: {
opacity: 0,
y: -12,
filter: ROLL_BLUR,
transition: ROLL_EXIT_TRANSITION,
},
},
};
const VARIANT_CLASS: Record<ActionSwapButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
outline: "border border-border bg-transparent text-foreground hover:bg-muted/60",
ghost: "text-muted-foreground hover:bg-muted/60 hover:text-foreground",
};
const SIZE_CLASS: Record<ActionSwapButtonSize, string> = {
sm: "h-8 gap-1.5 rounded-full px-3 text-xs",
md: "h-10 gap-2 rounded-full px-4 text-sm",
lg: "h-12 gap-2.5 rounded-full px-5 text-base",
icon: "h-10 w-10 rounded-full",
};
export function ActionSwapText({
value,
children,
animation = "blur",
className,
}: ActionSwapTextProps) {
const reduce = useReducedMotion();
// Cascade needs a plain string to split into letters; non-string content
// and reduced motion fall back to the closest single-element animation.
const label = typeof children === "string" ? children : null;
const cascade = animation === "cascade" && label !== null && !reduce;
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span
className={cn(
"relative -my-[0.08em] inline-block max-w-full whitespace-nowrap py-[0.08em] align-bottom",
className,
)}
style={{
clipPath: "inset(0 -999px)",
WebkitClipPath: "inset(0 -999px)",
}}
>
<span
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
{/* Letters are decorative fragments; readers get the whole label. */}
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-[0.08em] inline-block whitespace-pre"
>
{label.split("").map((char, i) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity — the letter at a position is exactly what rolls.
key={i}
custom={i * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`${animation}-${value}`}
variants={TEXT_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
// Truncation lives on the layer that holds the text — the layer
// moves as a whole, so clipping it never eats the roll.
className="absolute left-0 top-[0.08em] inline-block max-w-full truncate will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</span>
);
}
export function ActionSwapIcon({
value,
children,
animation = "blur",
className,
}: ActionSwapIconProps) {
const reduce = useReducedMotion();
// Icons are single elements — cascade maps to its closest motion, roll.
const coreAnimation: CoreAnimation =
animation === "cascade" ? "roll" : animation;
return (
<span className={cn("relative inline-grid shrink-0 place-items-center overflow-hidden", className)}>
<AnimatePresence mode="popLayout" initial={false}>
<motion.span
key={`${animation}-${value}`}
aria-hidden
variants={ICON_VARIANTS[coreAnimation]}
initial={reduce ? false : "initial"}
animate={reduce ? { opacity: 1, filter: "blur(0px)", scale: 1, y: 0 } : "animate"}
exit={reduce ? undefined : "exit"}
className="col-start-1 row-start-1 inline-flex items-center justify-center will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
</span>
);
}
export function ActionSwapButton({
items,
value,
defaultValue,
onValueChange,
variant = "secondary",
size = "md",
animation = "blur",
iconOnly = size === "icon",
cycle = true,
className,
disabled,
onClick,
style,
...rest
}: ActionSwapButtonProps) {
const reduce = useReducedMotion();
const [internalValue, setInternalValue] = useState(defaultValue ?? items[0]?.id);
const currentValue = value ?? internalValue;
const activeIndex = Math.max(0, items.findIndex((item) => item.id === currentValue));
const activeItem = items[activeIndex] ?? items[0];
const hasIcon = items.some((item) => item.icon);
const nextItem = cycle && items.length > 0 ? items[(activeIndex + 1) % items.length] : undefined;
if (!activeItem) return null;
const accessibleLabel = activeItem.ariaLabel ?? (iconOnly && typeof activeItem.label === "string" ? activeItem.label : undefined);
const layoutTransition = reduce ? { duration: 0 } : SPRING_LAYOUT;
return (
<motion.button
type="button"
disabled={disabled}
// A label of a different length resizes the button: glide the width on
// the soft layout spring, and only when the value changes, so unrelated
// page reflow never animates the button.
layout
layoutDependency={activeItem.id}
whileTap={reduce || disabled ? undefined : { scale: 0.97 }}
transition={{ ...SPRING_PRESS, layout: layoutTransition }}
// Layout animations only correct a radius set inline.
style={{ borderRadius: 9999, ...style }}
className={cn(
"inline-flex items-center justify-center overflow-hidden font-medium transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
aria-label={accessibleLabel}
onClick={(event) => {
onClick?.(event);
if (event.defaultPrevented || disabled || !cycle || !nextItem) return;
if (value === undefined) setInternalValue(nextItem.id);
onValueChange?.(nextItem.id, nextItem);
}}
{...rest}
>
{/* Position-only layout keeps the contents from stretching with the
button while its width glides. */}
{hasIcon ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex shrink-0"
>
<ActionSwapIcon value={activeItem.id} animation={animation} className="h-4 w-4">
{activeItem.icon ?? null}
</ActionSwapIcon>
</motion.span>
) : null}
{!iconOnly ? (
<motion.span
layout="position"
layoutDependency={activeItem.id}
transition={layoutTransition}
className="inline-flex min-w-0 max-w-full"
>
<ActionSwapText value={activeItem.id} animation={animation}>
{activeItem.label}
</ActionSwapText>
</motion.span>
) : null}
</motion.button>
);
}
"use client";
import { useReducedMotion } from "motion/react";
import {
createContext,
forwardRef,
type HTMLAttributes,
type ReactNode,
type Ref,
useCallback,
useContext,
useId,
useLayoutEffect,
useMemo,
useRef,
useState,
} from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
type LiquidContextValue = {
getRoot: () => HTMLDivElement | null;
getPortal: () => SVGGElement | null;
};
const LiquidContext = createContext<LiquidContextValue | null>(null);
function useLiquidContext() {
const context = useContext(LiquidContext);
if (!context) throw new Error("LiquidItem must be used within <Liquid>");
return context;
}
export type LiquidEase = readonly [number, number, number, number];
export type LiquidTransition = {
duration?: number;
ease?: LiquidEase;
};
export interface LiquidProps extends HTMLAttributes<HTMLDivElement> {
blur?: number;
contrast?: number;
fill?: string;
edgeColor?: string;
edgeOpacity?: number;
edgeWidth?: number;
filterPadding?: number;
}
export const Liquid = forwardRef<HTMLDivElement, LiquidProps>(function Liquid(
{
blur = 6,
contrast = 18,
fill = "var(--background)",
edgeColor = "var(--foreground)",
edgeOpacity = 0.08,
edgeWidth = 1,
filterPadding = 24,
className,
style,
children,
...props
},
forwardedRef: Ref<HTMLDivElement>,
) {
const rootRef = useRef<HTMLDivElement>(null);
const portalRef = useRef<SVGGElement>(null);
const [size, setSize] = useState({ width: 0, height: 0 });
const filterId = `liquid-${useId().replace(/[^a-zA-Z0-9_-]/g, "")}`;
const intercept = Math.round((0.5 - contrast * (5 / 12)) * 100) / 100;
const padding = Math.ceil(blur * 3 + filterPadding);
const setRootRef = useCallback(
(node: HTMLDivElement | null) => {
rootRef.current = node;
if (typeof forwardedRef === "function") forwardedRef(node);
else if (forwardedRef) forwardedRef.current = node;
},
[forwardedRef],
);
useLayoutEffect(() => {
const root = rootRef.current;
if (!root) return;
const measure = () => {
const next = {
width: root.offsetWidth,
height: root.offsetHeight,
};
setSize((current) =>
current.width === next.width && current.height === next.height
? current
: next,
);
};
measure();
const observer = new ResizeObserver(measure);
observer.observe(root);
return () => observer.disconnect();
}, []);
const context = useMemo<LiquidContextValue>(
() => ({
getRoot: () => rootRef.current,
getPortal: () => portalRef.current,
}),
[],
);
return (
<div
{...props}
ref={setRootRef}
className={cn("relative isolate", className)}
style={style}
>
<svg
aria-hidden="true"
focusable="false"
className="pointer-events-none absolute inset-0 z-0 size-full overflow-visible"
>
<defs>
<filter
id={filterId}
x={-padding}
y={-padding}
width={size.width + padding * 2}
height={size.height + padding * 2}
filterUnits="userSpaceOnUse"
colorInterpolationFilters="sRGB"
>
<feGaussianBlur
in="SourceGraphic"
stdDeviation={blur}
result="blur"
/>
<feColorMatrix
in="blur"
type="matrix"
values={`1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 ${contrast} ${intercept}`}
result="goo"
/>
<feComposite
in="SourceGraphic"
in2="goo"
operator="atop"
result="shape"
/>
{edgeWidth > 0 ? (
<>
<feColorMatrix
in="shape"
type="matrix"
values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 60 -29.5"
result="solid-shape"
/>
<feMorphology
in="solid-shape"
operator="erode"
radius={edgeWidth}
result="inset-shape"
/>
<feComposite
in="solid-shape"
in2="inset-shape"
operator="out"
result="edge-mask"
/>
<feFlood
floodColor={edgeColor}
floodOpacity={edgeOpacity}
result="edge-color"
/>
<feComposite
in="edge-color"
in2="edge-mask"
operator="in"
result="edge"
/>
<feMerge>
<feMergeNode in="shape" />
<feMergeNode in="edge" />
</feMerge>
</>
) : null}
</filter>
</defs>
<g ref={portalRef} fill={fill} filter={`url(#${filterId})`} />
</svg>
<LiquidContext.Provider value={context}>
{children}
</LiquidContext.Provider>
</div>
);
});
type LiquidBox = {
x: number;
y: number;
width: number;
height: number;
radius: number;
};
export interface LiquidItemProps
extends Omit<HTMLAttributes<HTMLDivElement>, "children"> {
children: ReactNode;
x: number;
y: number;
width: number;
height: number;
radius?: number;
transition?: LiquidTransition;
}
function mix(from: number, to: number, progress: number) {
return from + (to - from) * progress;
}
function cubicBezier([x1, y1, x2, y2]: LiquidEase) {
return (progress: number) => {
if (progress <= 0) return 0;
if (progress >= 1) return 1;
let lower = 0;
let upper = 1;
for (let index = 0; index < 20; index++) {
const time = (lower + upper) / 2;
const inverse = 1 - time;
const x =
3 * inverse * inverse * time * x1 +
3 * inverse * time * time * x2 +
time ** 3;
if (x < progress) lower = time;
else upper = time;
}
const time = (lower + upper) / 2;
const inverse = 1 - time;
return (
3 * inverse * inverse * time * y1 +
3 * inverse * time * time * y2 +
time ** 3
);
};
}
export function LiquidItem({
children,
x,
y,
width,
height,
radius = Math.min(width, height) / 2,
transition,
className,
style,
...props
}: LiquidItemProps) {
const context = useLiquidContext();
const reduce = useReducedMotion() ?? false;
const wrapperRef = useRef<HTMLDivElement>(null);
const [blob, setBlob] = useState<SVGRectElement | null>(null);
const currentRef = useRef<LiquidBox | null>(null);
const duration = reduce ? 0 : (transition?.duration ?? 280);
const ease = transition?.ease ?? EASE_OUT;
const [x1, y1, x2, y2] = ease;
useLayoutEffect(() => {
const portal = context.getPortal();
if (!portal) return;
const blob = document.createElementNS(
"http://www.w3.org/2000/svg",
"rect",
);
blob.setAttribute("x", "0");
blob.setAttribute("y", "0");
blob.style.transformBox = "fill-box";
blob.style.transformOrigin = "center";
blob.style.willChange = "transform";
portal.append(blob);
setBlob(blob);
return () => {
blob.remove();
};
}, [context]);
useLayoutEffect(() => {
const wrapper = wrapperRef.current;
if (!wrapper || !blob || !context.getRoot()) return;
const target = { x, y, width, height, radius };
const write = (box: LiquidBox) => {
// Keep the interactive surface and its filtered silhouette on the same
// frame so neither can visually outrun the other during a morph.
const transform = `translate(${box.x}px, ${box.y}px)`;
wrapper.style.transform = transform;
wrapper.style.width = `${box.width}px`;
wrapper.style.height = `${box.height}px`;
blob.style.transform = transform;
blob.setAttribute("width", String(box.width));
blob.setAttribute("height", String(box.height));
blob.setAttribute("rx", String(box.radius));
};
const from = currentRef.current;
if (!from || duration === 0) {
currentRef.current = target;
write(target);
return;
}
const easing = cubicBezier([x1, y1, x2, y2]);
const startedAt = performance.now();
let frame = 0;
const tick = (now: number) => {
const progress = Math.min(1, (now - startedAt) / duration);
const eased = easing(progress);
const current = {
x: mix(from.x, target.x, eased),
y: mix(from.y, target.y, eased),
width: mix(from.width, target.width, eased),
height: mix(from.height, target.height, eased),
radius: mix(from.radius, target.radius, eased),
};
currentRef.current = current;
write(current);
if (progress < 1) frame = requestAnimationFrame(tick);
};
frame = requestAnimationFrame(tick);
return () => cancelAnimationFrame(frame);
}, [blob, context, duration, height, radius, width, x, x1, x2, y, y1, y2]);
return (
<div
{...props}
ref={wrapperRef}
className={cn("absolute left-0 top-0 z-10", className)}
style={{ ...style, willChange: "transform, width, height" }}
>
{children}
</div>
);
}
"use client";
import {
AnimatePresence,
type HTMLMotionProps,
motion,
useReducedMotion,
} from "motion/react";
import {
forwardRef,
type PointerEvent,
type ReactNode,
useCallback,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_PRESS } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export type ButtonVariant = "primary" | "secondary" | "ghost" | "outline";
export type ButtonSize = "sm" | "md" | "lg" | "icon";
export interface ButtonProps extends Omit<
HTMLMotionProps<"button">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
/** Spawn a Material-style ripple from the press point. Off by default. */
ripple?: boolean;
children?: ReactNode;
}
export interface ButtonLinkProps extends Omit<
HTMLMotionProps<"a">,
"children"
> {
variant?: ButtonVariant;
size?: ButtonSize;
pressScale?: number;
children?: ReactNode;
}
type Ripple = { id: number; x: number; y: number; size: number };
const VARIANT_CLASS: Record<ButtonVariant, string> = {
primary: "bg-primary text-primary-foreground hover:bg-primary/90",
secondary: "border border-border bg-card text-foreground hover:border-border",
ghost: "text-muted-foreground hover:text-foreground hover:bg-muted/60",
outline:
"border border-border bg-transparent text-foreground hover:bg-muted/60",
};
const SIZE_CLASS: Record<ButtonSize, string> = {
sm: "h-8 px-3 text-xs gap-1.5 rounded-full",
md: "h-10 px-5 text-sm gap-2 rounded-full",
lg: "h-12 px-6 text-base gap-2 rounded-full",
icon: "h-8 w-8 rounded-lg",
};
export const Button = forwardRef<HTMLButtonElement, ButtonProps>(
function Button(
{
variant = "primary",
size = "md",
pressScale = 0.93,
ripple = false,
className,
children,
onPointerDown,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
const [ripples, setRipples] = useState<Ripple[]>([]);
const nextId = useRef(0);
const handlePointerDown = useCallback(
(event: PointerEvent<HTMLButtonElement>) => {
if (ripple && !reduce) {
const rect = event.currentTarget.getBoundingClientRect();
const size = Math.max(rect.width, rect.height) * 2;
const id = nextId.current++;
setRipples((prev) => [
...prev,
{
id,
x: event.clientX - rect.left,
y: event.clientY - rect.top,
size,
},
]);
}
onPointerDown?.(event);
},
[ripple, reduce, onPointerDown],
);
return (
<motion.button
ref={ref}
type="button"
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
onPointerDown={handlePointerDown}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
"disabled:pointer-events-none disabled:opacity-50",
ripple && "relative overflow-hidden",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{ripple && !reduce ? (
<span className="pointer-events-none absolute inset-0 overflow-hidden rounded-[inherit]">
<AnimatePresence>
{ripples.map((r) => (
<motion.span
key={r.id}
className="absolute rounded-full bg-current"
style={{
left: r.x,
top: r.y,
width: r.size,
height: r.size,
x: "-50%",
y: "-50%",
}}
initial={{ scale: 0.05, opacity: 0.3 }}
animate={{ scale: 1, opacity: 0 }}
exit={{ opacity: 0 }}
transition={{ duration: 1.6, ease: EASE_OUT }}
onAnimationComplete={() =>
setRipples((prev) => prev.filter((x) => x.id !== r.id))
}
/>
))}
</AnimatePresence>
</span>
) : null}
{children}
</motion.button>
);
},
);
export const ButtonLink = forwardRef<HTMLAnchorElement, ButtonLinkProps>(
function ButtonLink(
{
variant = "primary",
size = "md",
pressScale = 0.93,
className,
children,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const canHover = useHoverCapable();
return (
<motion.a
ref={ref}
whileTap={reduce ? undefined : { scale: pressScale }}
whileHover={reduce || !canHover ? undefined : { scale: 1.02 }}
transition={SPRING_PRESS}
className={cn(
"inline-flex items-center justify-center font-medium select-none",
"transition-colors",
VARIANT_CLASS[variant],
SIZE_CLASS[size],
className,
)}
{...rest}
>
{children}
</motion.a>
);
},
);
"use client";
import { forwardRef } from "react";
import { Magnetic } from "../magnetic";
import { Button, type ButtonProps } from "./base";
export interface MagneticButtonProps extends ButtonProps {
/** Magnetic pull strength. Default 0.25. */
strength?: number;
/** Class applied to the magnetic wrapper. */
magneticClassName?: string;
}
export const MagneticButton = forwardRef<HTMLButtonElement, MagneticButtonProps>(function MagneticButton(
{ strength = 0.25, magneticClassName, children, ...rest },
ref,
) {
return (
<Magnetic strength={strength} className={magneticClassName}>
<Button ref={ref} {...rest}>
{children}
</Button>
</Magnetic>
);
});
"use client";
import { motion, useReducedMotion } from "motion/react";
import { forwardRef, useState } from "react";
import { EASE_IN_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
import { Button, type ButtonProps } from "./base";
export interface MetallicButtonProps extends Omit<
ButtonProps,
"ripple" | "variant"
> {
/** Stops the traveling reflection while preserving the chrome rim. */
paused?: boolean;
}
// The rim and highlight drift separately so the material stays quiet and reflective.
const SILVER_DRIFT = {
duration: 8,
ease: EASE_IN_OUT,
repeat: Infinity,
};
const CHROME_SHIMMER = {
duration: 2.4,
ease: EASE_IN_OUT,
};
export const MetallicButton = forwardRef<
HTMLButtonElement,
MetallicButtonProps
>(function MetallicButton(
{
size = "md",
paused = false,
className,
children,
onHoverStart,
onHoverEnd,
...rest
},
ref,
) {
const reduce = useReducedMotion();
const still = paused || Boolean(reduce);
const [hovered, setHovered] = useState(false);
return (
<Button
ref={ref}
variant="ghost"
size={size}
onHoverStart={(event, info) => {
setHovered(true);
onHoverStart?.(event, info);
}}
onHoverEnd={(event, info) => {
setHovered(false);
onHoverEnd?.(event, info);
}}
className={cn(
"group relative isolate overflow-hidden border-0 bg-transparent text-foreground",
"hover:bg-transparent hover:text-foreground",
"focus-visible:outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2",
"shadow-[0_8px_22px_rgba(0,0,0,0.16)]",
size === "icon" && "rounded-full",
className,
)}
{...rest}
>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-18%] z-0 w-[136%] rounded-[inherit] bg-[linear-gradient(105deg,#111_0%,#737373_14%,#fafafa_26%,#525252_38%,#0a0a0a_50%,#a3a3a3_64%,#fff_75%,#404040_87%,#111_100%)]"
animate={still ? undefined : { x: ["0%", "13%", "0%"] }}
transition={still ? undefined : SILVER_DRIFT}
/>
<motion.span
aria-hidden="true"
className="pointer-events-none absolute inset-y-0 left-[-58%] z-[1] w-[52%] -skew-x-12 bg-[linear-gradient(90deg,transparent,rgba(255,255,255,0.5)_48%,transparent)] opacity-50 blur-[3px] mix-blend-screen"
animate={still ? undefined : { x: hovered ? "310%" : "0%" }}
transition={still ? undefined : CHROME_SHIMMER}
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[2] rounded-[inherit] bg-background transition-colors group-hover:bg-muted/40"
/>
<span
aria-hidden="true"
className="pointer-events-none absolute inset-[2px] z-[3] rounded-[inherit] shadow-[inset_0_1px_0_rgba(255,255,255,0.28),inset_0_-1px_0_rgba(0,0,0,0.16)]"
/>
<span className="relative z-10 inline-flex items-center justify-center gap-2">
{children}
</span>
</Button>
);
});
"use client";
import { Check, Loader2, X } from "lucide-react";
import {
AnimatePresence,
motion,
useReducedMotion,
type Variants,
} from "motion/react";
import {
forwardRef,
type ReactNode,
useLayoutEffect,
useRef,
useState,
} from "react";
import { EASE_OUT, SPRING_SWAP } from "@/lib/ease";
import { Button, type ButtonProps } from "./base";
export type ButtonState = "idle" | "loading" | "success" | "error";
export interface StatefulButtonProps extends Omit<ButtonProps, "children"> {
state?: ButtonState;
children: ReactNode;
loadingText?: ReactNode;
successText?: ReactNode;
errorText?: ReactNode;
icon?: ReactNode;
}
const CASCADE_STAGGER = 0.025;
const ROLL_BLUR = "blur(6px)";
const CASCADE_LETTER_VARIANTS: Variants = {
initial: { opacity: 0, y: "105%", filter: ROLL_BLUR },
animate: (delay: number = 0) => ({
opacity: 1,
y: "0%",
filter: "blur(0px)",
transition: { ...SPRING_SWAP, delay },
}),
exit: (delay: number = 0) => ({
opacity: 0,
y: "-105%",
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT, delay: delay * 0.5 },
}),
};
const ICON_VARIANTS: Variants = {
// Width collapses too, so the icon adds/removes its own space smoothly
// instead of popping the row width in a single frame.
initial: { opacity: 0, width: 0, scale: 0.7, filter: ROLL_BLUR },
animate: {
opacity: 1,
width: "1.5rem",
scale: 1,
filter: "blur(0px)",
transition: SPRING_SWAP,
},
exit: {
opacity: 0,
width: 0,
scale: 0.7,
filter: ROLL_BLUR,
transition: { duration: 0.16, ease: EASE_OUT },
},
};
function IconSlot({ keyId, children }: { keyId: string; children: ReactNode }) {
const reduce = useReducedMotion();
return (
<motion.span
key={keyId}
variants={ICON_VARIANTS}
initial={reduce ? { opacity: 0 } : "initial"}
animate={reduce ? { opacity: 1 } : "animate"}
exit={reduce ? { opacity: 0 } : "exit"}
transition={reduce ? { duration: 0.15 } : undefined}
className="inline-grid shrink-0 place-items-center overflow-hidden"
>
{children}
</motion.span>
);
}
function TextSlot({
value,
children,
}: {
value: string;
children: ReactNode;
}) {
const reduce = useReducedMotion();
const measureRef = useRef<HTMLSpanElement>(null);
const [width, setWidth] = useState<number>();
const label = typeof children === "string" ? children : null;
const cascade = label !== null && !reduce;
// Measure strings with the same per-letter layout as the cascade. Measuring
// the whole string preserves kerning, which can make it narrower than the
// inline-block letters and clip the final glyph during the width animation.
useLayoutEffect(() => {
const nextWidth = measureRef.current?.offsetWidth;
if (!nextWidth) return;
setWidth((current) => (current === nextWidth ? current : nextWidth));
});
return (
<motion.span
initial={false}
animate={{ width }}
transition={reduce ? { duration: 0 } : SPRING_SWAP}
className="relative inline-block overflow-hidden whitespace-nowrap align-bottom"
>
<span
ref={measureRef}
aria-hidden
className="invisible inline-block whitespace-nowrap"
>
{cascade
? label.split("").map((char, index) => (
<span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
className="inline-block whitespace-pre"
>
{char}
</span>
))
: children}
</span>
{cascade ? (
<>
<span className="sr-only">{label}</span>
<AnimatePresence initial={false}>
<motion.span
key={`cascade-${value}`}
aria-hidden
initial="initial"
animate="animate"
exit="exit"
className="absolute left-0 top-0 inline-block whitespace-pre"
>
{label.split("").map((char, index) => (
<motion.span
// biome-ignore lint/suspicious/noArrayIndexKey: position is the slot identity.
key={index}
custom={index * CASCADE_STAGGER}
variants={CASCADE_LETTER_VARIANTS}
// Own states: a label that swaps away and straight back
// re-enters mid-exit, and only owned targets are restored.
initial="initial"
animate="animate"
exit="exit"
className="inline-block whitespace-pre will-change-[opacity,filter,transform]"
>
{char}
</motion.span>
))}
</motion.span>
</AnimatePresence>
</>
) : (
<AnimatePresence initial={false}>
<motion.span
key={`text-${value}`}
initial={reduce ? { opacity: 0 } : { opacity: 0, y: 14, filter: ROLL_BLUR }}
animate={reduce ? { opacity: 1 } : { opacity: 1, y: 0, filter: "blur(0px)" }}
exit={reduce ? { opacity: 0 } : { opacity: 0, y: -14, filter: ROLL_BLUR }}
transition={reduce ? { duration: 0.15 } : SPRING_SWAP}
className="absolute left-0 top-0 inline-block will-change-[opacity,filter,transform]"
>
{children}
</motion.span>
</AnimatePresence>
)}
</motion.span>
);
}
export const StatefulButton = forwardRef<HTMLButtonElement, StatefulButtonProps>(function StatefulButton(
{
state = "idle",
children,
loadingText = "Loading",
successText = "Done",
errorText = "Try again",
icon,
disabled,
...rest
},
ref,
) {
const isBusy = state === "loading";
const stateText =
state === "loading"
? loadingText
: state === "success"
? successText
: state === "error"
? errorText
: children;
const textKey =
typeof stateText === "string" ? `${state}-${stateText}` : state;
return (
<Button ref={ref} disabled={disabled || isBusy} aria-busy={isBusy} whileHover={undefined} {...rest}>
<span
aria-live="polite"
className="relative inline-flex items-center justify-center overflow-hidden"
>
<AnimatePresence initial={false}>
{state === "loading" ? (
<IconSlot keyId="loading-icon">
<Loader2 className="h-4 w-4 animate-spin" />
</IconSlot>
) : null}
{state === "success" ? (
<IconSlot keyId="success-icon">
<Check className="h-4 w-4" />
</IconSlot>
) : null}
{state === "error" ? (
<IconSlot keyId="error-icon">
<X className="h-4 w-4" />
</IconSlot>
) : null}
</AnimatePresence>
<TextSlot value={textKey}>{stateText}</TextSlot>
<AnimatePresence initial={false}>
{state === "idle" && icon ? (
<IconSlot keyId="idle-icon">{icon}</IconSlot>
) : null}
</AnimatePresence>
</span>
</Button>
);
});
type Point = { x: number; y: number };
type Box = { left: number; top: number; right: number; bottom: number };
/**
* The corridor a pointer may cross between the trigger and the open tooltip
* without closing it: the convex hull of where it left and the box it is
* heading for. A fixed timeout either cuts a slow diagonal move short or keeps
* the label alive after the pointer has plainly gone elsewhere; this follows
* the path itself.
*/
export function graceArea(exit: Point, target: Box): Point[] {
// A few pixels either side of the exit point give the corridor some width at
// its narrow end, so a hand that drifts sideways while it moves stays inside.
const pad = 5;
return hull([
{ x: exit.x - pad, y: exit.y - pad },
{ x: exit.x + pad, y: exit.y - pad },
{ x: exit.x - pad, y: exit.y + pad },
{ x: exit.x + pad, y: exit.y + pad },
{ x: target.left, y: target.top },
{ x: target.right, y: target.top },
{ x: target.right, y: target.bottom },
{ x: target.left, y: target.bottom },
]);
}
export function inBox(point: Point, box: Box) {
return (
point.x >= box.left && point.x <= box.right && point.y >= box.top && point.y <= box.bottom
);
}
export function inPolygon(point: Point, polygon: Point[]) {
let inside = false;
for (let i = 0, j = polygon.length - 1; i < polygon.length; j = i++) {
const a = polygon[i];
const b = polygon[j];
if (
a.y > point.y !== b.y > point.y &&
point.x < ((b.x - a.x) * (point.y - a.y)) / (b.y - a.y) + a.x
) {
inside = !inside;
}
}
return inside;
}
// Monotone chain; the corridor is always convex, so a hull is all it needs.
function hull(points: Point[]) {
const sorted = [...points].sort((a, b) => a.x - b.x || a.y - b.y);
const cross = (o: Point, a: Point, b: Point) =>
(a.x - o.x) * (b.y - o.y) - (a.y - o.y) * (b.x - o.x);
const lower: Point[] = [];
for (const p of sorted) {
while (lower.length >= 2 && cross(lower[lower.length - 2], lower[lower.length - 1], p) <= 0) {
lower.pop();
}
lower.push(p);
}
const upper: Point[] = [];
for (let i = sorted.length - 1; i >= 0; i--) {
const p = sorted[i];
while (upper.length >= 2 && cross(upper[upper.length - 2], upper[upper.length - 1], p) <= 0) {
upper.pop();
}
upper.push(p);
}
lower.pop();
upper.pop();
return lower.concat(upper);
}
/**
* How the user last reached for the page. A focus that a mouse press caused is
* not a request to read the label: the pointer is already on the control and
* hovering showed it. A focus that followed a key — Tab, or a roving arrow key
* moving focus in script — is the only way a keyboard user sees it at all.
*/
let modality: "keyboard" | "pointer" = "keyboard";
let listening = false;
export function watchModality() {
if (listening || typeof window === "undefined") return;
listening = true;
window.addEventListener("keydown", () => (modality = "keyboard"), true);
window.addEventListener("pointerdown", () => (modality = "pointer"), true);
}
export function focusFromKeyboard() {
return modality === "keyboard";
}
"use client";
import { useIsPresent } from "motion/react";
import { type CSSProperties, type ReactNode, type Ref, useCallback, useState } from "react";
import { type TooltipSide, useTooltipPosition } from "./use-position";
type PositionProps = Parameters<typeof useTooltipPosition>[0];
/** Readiness lives with the mounted overlay, not a trigger ref's attach/detach cycle. */
export function TooltipPositioner({
children,
...position
}: Omit<PositionProps, "open" | "onPosition"> & {
children: (ready: boolean, present: boolean, side: TooltipSide) => ReactNode;
}) {
const present = useIsPresent();
const [ready, setReady] = useState(false);
const [side, setSide] = useState<TooltipSide>(position.side);
const onPosition = useCallback((placed: TooltipSide) => {
setReady(true);
setSide(placed);
}, []);
useTooltipPosition({ ...position, open: present, onPosition });
return (
<span
ref={position.floatingRef}
inert={!present}
aria-hidden={!present || undefined}
className="pointer-events-none fixed left-0 top-0 z-[9999] w-max"
style={{ visibility: "hidden", maxWidth: "calc(100vw - 16px)" }}
>
{children(ready, present, side)}
</span>
);
}
// Each arrow is a 12px box whose base sits on the surface's inner border edge,
// so its fill covers the border beneath it and only the two outer edges stroke.
const ARROW: Record<TooltipSide, { path: string; style: CSSProperties }> = {
top: { path: "M0 6L6 12L12 6", style: { top: "calc(100% - 6px)" } },
bottom: { path: "M0 6L6 0L12 6", style: { bottom: "calc(100% - 6px)" } },
left: { path: "M6 0L12 6L6 12", style: { left: "calc(100% - 6px)" } },
right: { path: "M6 0L0 6L6 12", style: { right: "calc(100% - 6px)" } },
};
export function TooltipArrow({ side, ref }: { side: TooltipSide; ref: Ref<SVGSVGElement> }) {
const { path, style } = ARROW[side];
return (
<svg
ref={ref}
aria-hidden="true"
width="12"
height="12"
viewBox="0 0 12 12"
className="pointer-events-none absolute overflow-visible"
style={style}
>
<path d={`${path}Z`} style={{ fill: "var(--tooltip-arrow-fill, transparent)" }} />
<path
d={path}
fill="none"
strokeWidth="1"
style={{ stroke: "var(--tooltip-arrow-stroke, transparent)" }}
/>
</svg>
);
}
"use client";
import {
arrow as arrowMiddleware,
autoUpdate,
computePosition,
flip,
hide,
offset,
type Placement,
shift,
type VirtualElement,
} from "@floating-ui/dom";
import { type RefObject, useCallback, useLayoutEffect, useRef } from "react";
export type TooltipSide = "top" | "right" | "bottom" | "left";
export type TooltipAlign = "start" | "center" | "end";
export type TooltipPoint = { x: number; y: number };
export type TooltipAnchor = HTMLElement | SVGElement;
const ORIGIN: Record<TooltipSide, string> = {
top: "center bottom",
bottom: "center top",
left: "right center",
right: "left center",
};
/** Position is geometry, not animation. One write per frame, never a spring chasing a pointer. */
export function useTooltipPosition({
open,
anchor,
floatingRef,
arrowRef,
anchorPoint,
followCursor,
side,
align,
sideOffset,
onDismiss,
onPosition,
pointer,
}: {
open: boolean;
anchor: TooltipAnchor | null;
floatingRef: RefObject<HTMLSpanElement | null>;
arrowRef?: RefObject<SVGSVGElement | null>;
anchorPoint?: TooltipPoint;
followCursor: boolean;
side: TooltipSide;
align: TooltipAlign;
sideOffset?: number;
onDismiss: () => void;
onPosition: (side: TooltipSide) => void;
pointer: ReturnType<typeof useTooltipPointer>;
}) {
const { cursor, onMove } = pointer;
const preferred: Placement = align === "center" ? side : `${side}-${align}`;
const cursorSide = useRef<Placement | null>(null);
useLayoutEffect(() => {
cursorSide.current = open ? preferred : null;
}, [open, preferred]);
const frame = useRef<number | null>(null);
const version = useRef(0);
const update = useRef<() => void>(() => {});
const schedule = useCallback(() => {
// Invalidate older async calculations as soon as new geometry is requested.
version.current++;
if (frame.current !== null) return;
frame.current = requestAnimationFrame(() => {
frame.current = null;
update.current();
});
}, []);
useLayoutEffect(() => {
onMove.current = schedule;
return () => {
onMove.current = null;
};
}, [onMove, schedule]);
const pointX = anchorPoint?.x;
const pointY = anchorPoint?.y;
// Latest committed inputs are read without recreating observers for every period/content update.
useLayoutEffect(() => {
update.current = () => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const revision = ++version.current;
const currentCursor = followCursor ? cursor.current : null;
const virtual = Boolean(currentCursor) || pointX !== undefined || pointY !== undefined;
const reference: Element | VirtualElement = virtual
? {
contextElement: anchor,
getBoundingClientRect: () => {
const rect = anchor.getBoundingClientRect();
const x = currentCursor?.x ?? rect.left + rect.width * (pointX ?? 0.5);
const y = currentCursor?.y ?? rect.top + rect.height * (pointY ?? 0.5);
return { x, y, left: x, right: x, top: y, bottom: y, width: 0, height: 0 };
},
}
: anchor;
const arrowElement = arrowRef?.current ?? null;
void computePosition(reference, floating, {
strategy: "fixed",
placement: currentCursor ? (cursorSide.current ?? preferred) : preferred,
middleware: [
offset(sideOffset ?? (currentCursor ? 12 : 8)),
flip({ padding: 8 }),
shift({ padding: 8 }),
...(arrowElement ? [arrowMiddleware({ element: arrowElement, padding: 10 })] : []),
// A label left floating over whatever scrolled into its trigger's place
// describes nothing there. Points inside a chart move with the chart.
...(virtual ? [] : [hide({ strategy: "referenceHidden" })]),
],
}).then(({ x, y, placement, middlewareData }) => {
if (version.current !== revision || !floating.isConnected) return;
// Hold the chosen side for this hover session. Crossing a flip threshold
// repeatedly must not bounce the surface above and below the pointer.
if (currentCursor) cursorSide.current = placement;
else cursorSide.current = null;
const placedSide = placement.split("-")[0] as TooltipSide;
const dpr = window.devicePixelRatio || 1;
floating.style.transform = `translate3d(${Math.round(x * dpr) / dpr}px, ${Math.round(y * dpr) / dpr}px, 0)`;
floating.style.setProperty("--tooltip-origin", ORIGIN[placedSide]);
// A box with no size has no clipped state to report, only a missing layout.
const box = anchor.getBoundingClientRect();
const clipped =
Boolean(middlewareData.hide?.referenceHidden) && (box.width > 0 || box.height > 0);
floating.style.visibility = clipped ? "hidden" : "visible";
floating.dataset.placement = placement;
const surface = arrowElement?.parentElement;
if (arrowElement && surface) {
// Measured against the positioner, drawn inside the surface's border.
const { x: ax, y: ay } = middlewareData.arrow ?? {};
if (ax != null) arrowElement.style.left = `${ax - surface.clientLeft}px`;
if (ay != null) arrowElement.style.top = `${ay - surface.clientTop}px`;
// Paint with whatever the surface resolved to, so a restyled tooltip
// keeps a matching arrow without a second set of classes.
const style = getComputedStyle(surface);
arrowElement.style.setProperty("--tooltip-arrow-fill", style.backgroundColor);
arrowElement.style.setProperty("--tooltip-arrow-stroke", style.borderTopColor);
}
onPosition(placedSide);
});
};
if (open) schedule();
}, [
open,
anchor,
floatingRef,
arrowRef,
followCursor,
pointX,
pointY,
preferred,
sideOffset,
schedule,
onPosition,
cursor,
]);
useLayoutEffect(() => {
const floating = floatingRef.current;
if (!open || !anchor || !floating) return;
const stop = autoUpdate(anchor, floating, schedule);
const onScroll = () => {
// A stationary pointer no longer describes the same chart point after scrolling.
if (followCursor && cursor.current) onDismiss();
};
window.addEventListener("scroll", onScroll, true);
return () => {
stop();
window.removeEventListener("scroll", onScroll, true);
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
frame.current = null;
};
}, [open, anchor, floatingRef, followCursor, onDismiss, schedule, cursor]);
useLayoutEffect(
() => () => {
version.current++;
if (frame.current !== null) cancelAnimationFrame(frame.current);
},
[],
);
}
/** Pointer lifetime belongs to the anchor, including the opening delay. */
export function useTooltipPointer(anchor: TooltipAnchor | null, followCursor: boolean) {
const cursor = useRef<TooltipPoint | null>(null);
const onMove = useRef<(() => void) | null>(null);
const pointerFocus = useRef(false);
useLayoutEffect(() => {
if (!anchor || !followCursor) return;
const point = (event: PointerEvent) => {
if (event.type === "pointermove" && event.pointerType === "touch" && !event.buttons) return;
cursor.current = { x: event.clientX, y: event.clientY };
if (event.type === "pointerdown") pointerFocus.current = true;
onMove.current?.();
};
const keyboard = () => {
cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const focus = () => {
if (!pointerFocus.current) cursor.current = null;
pointerFocus.current = false;
onMove.current?.();
};
const leave = () => {
cursor.current = null;
};
anchor.addEventListener("pointerenter", point as EventListener, { passive: true });
anchor.addEventListener("pointermove", point as EventListener, { passive: true });
anchor.addEventListener("pointerdown", point as EventListener, { passive: true });
anchor.addEventListener("pointerleave", leave);
anchor.addEventListener("pointercancel", leave);
anchor.addEventListener("keydown", keyboard);
anchor.addEventListener("focusin", focus);
return () => {
cursor.current = null;
anchor.removeEventListener("pointerenter", point as EventListener);
anchor.removeEventListener("pointermove", point as EventListener);
anchor.removeEventListener("pointerdown", point as EventListener);
anchor.removeEventListener("pointerleave", leave);
anchor.removeEventListener("pointercancel", leave);
anchor.removeEventListener("keydown", keyboard);
anchor.removeEventListener("focusin", focus);
};
}, [anchor, followCursor]);
return { cursor, onMove };
}
"use client";
import { motion, useReducedMotion } from "motion/react";
import type { ComponentProps, ReactNode, Ref } from "react";
import { EASE_OUT } from "@/lib/ease";
import { cn } from "@/lib/utils";
/** Presentation only: the unanimated parent owns measurement and positioning. */
export function TooltipSurface({
children,
side: _side = "top",
className,
ref,
ready = true,
style,
...props
}: Omit<ComponentProps<typeof motion.span>, "children"> & {
children?: ReactNode;
/** Start the entrance only after the positioning layer has been measured. */
ready?: boolean;
side?: "top" | "right" | "bottom" | "left";
ref?: Ref<HTMLSpanElement>;
}) {
const reduce = useReducedMotion();
const closed = { opacity: 0, scale: reduce ? 1 : 0.94 };
return (
<motion.span
ref={ref}
role="tooltip"
initial={closed}
animate={{
...(ready ? { opacity: 1, scale: 1 } : closed),
transition: { duration: 0.18, ease: EASE_OUT },
}}
exit={{ ...closed, transition: { duration: 0.12, ease: EASE_OUT } }}
style={{ transformOrigin: "var(--tooltip-origin, center)", ...style }}
className={cn(
"block whitespace-nowrap rounded-lg border border-border bg-background px-2.5 py-1 text-xs font-medium text-foreground shadow-lg",
className,
)}
{...props}
>
{children}
</motion.span>
);
}
"use client";
import { motion, useMotionValue, useReducedMotion, useSpring } from "motion/react";
import { useRef, type ReactNode } from "react";
import { SPRING_MOUSE } from "@/lib/ease";
import { useHoverCapable } from "@/lib/hooks/use-hover-capable";
import { cn } from "@/lib/utils";
export interface MagneticProps {
children: ReactNode;
strength?: number;
className?: string;
}
export function Magnetic({ children, strength = 0.35, className }: MagneticProps) {
const ref = useRef<HTMLDivElement>(null);
const reduce = useReducedMotion();
const canHover = useHoverCapable();
// Decorative cursor-follow: skip on touch (phantom hover) and reduced motion.
const enabled = !reduce && canHover;
const x = useMotionValue(0);
const y = useMotionValue(0);
const sx = useSpring(x, SPRING_MOUSE);
const sy = useSpring(y, SPRING_MOUSE);
const onMove = (e: React.MouseEvent<HTMLDivElement>) => {
const el = ref.current;
if (!el || !enabled) return;
const rect = el.getBoundingClientRect();
x.set((e.clientX - rect.left - rect.width / 2) * strength);
y.set((e.clientY - rect.top - rect.height / 2) * strength);
};
const onLeave = () => {
x.set(0);
y.set(0);
};
return (
<motion.div
ref={ref}
onMouseMove={onMove}
onMouseLeave={onLeave}
style={{ x: sx, y: sy }}
className={cn("inline-block", className)}
>
{children}
</motion.div>
);
}
API Reference
size?numberTiles per side, rounded, at least 2. Default 5 (a 5 × 5 board). Changing it ends the round.
5mines?numberMines on the board (controlled), rounded and kept between 1 and tiles − 1. Takes effect from the next round.
—defaultMines?numberInitial mine count when uncontrolled. Default 3.
3onMinesChange?((mines: number) => void)Called when the mine count changes between rounds.
—onReveal?((tile: number, result: MinesTile, multiplier: number) => void)Called for every tile picked during a round; a mine reports multiplier 0 and ends it.
—onCashOut?((multiplier: number, gems: number) => void)Called when the player cashes out, or clears every gem.
—sound?booleanPlay synthesized sounds (controlled): gem chimes, a mine blast and a cash-out arpeggio.
—defaultSound?booleanInitial sound state when uncontrolled. Default false.
falseonSoundChange?((sound: boolean) => void)Called when the sound button is toggled.
—showResult?booleanShow the result card when a round ends. Default true.
truearia-label?stringAccessible name for the game. Default "Mines".
MinesclassName?string—Related components
Crash
A crash game: a paper plane flies the multiplier up a curve, banking with its slope through a speed field that streams faster as it climbs, until the round crashes at a fair random point. Cash out by hand or at an auto target and a parachute pops open at the cash point while the plane flies on, so you see where it would have crashed. On a crash the plane tumbles out of the sky in a burst of paper shreds, milestones pulse the readout, and recent rounds slide into a history strip. Server-decided crash points, optional synthesized sound, reduced-motion safe.
Plinko
A Plinko board where balls drop through rows of pegs, bounce left or right off each one and land in a slot. Pegs flash when hit, the slot pulses on landing, several balls can fall at once, and reduced motion lands a ball instantly.
Timeline
A draggable timeline of dated events around a focused card.
Keep in mind
Some components on this site are inspired by or recreated from existing work across the web. I'm not here to take credit; just to learn, experiment, and sometimes push things a bit further. If something looks familiar and I forgot to mention you, reach out and I'll fix that right away.
Updated