Mines
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/components/blocks/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="w-full max-w-[17rem]"
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>
);
}
const CARD_SHADOW = "shadow-[0_1px_2px_rgb(0_0_0/0.12),0_16px_40px_-12px_rgb(0_0_0/0.45)]";
/** 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={cn("@container w-full rounded-2xl bg-card text-foreground", CARD_SHADOW)}
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;
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/components/blocks/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="w-full max-w-[17rem]"
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>
);
}
const CARD_SHADOW = "shadow-[0_1px_2px_rgb(0_0_0/0.12),0_16px_40px_-12px_rgb(0_0_0/0.45)]";
/** 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={cn("@container w-full rounded-2xl bg-card text-foreground", CARD_SHADOW)}
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
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.
Card Dealer
A card table with a face-down deck, a fanned hand and a discard pile. Cards arc across the table between them and flip in flight, hop over each other when the hand is sorted, and lift on hover. Data-driven by each card's zone, with custom faces and backs, keyboard-playable hand cards and reduced-motion support.
Bloom Menu
A button that morphs open into a menu and blooms iris-out from the center, the grid revealing in every direction with radially staggered items.
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