"use client"; /** * FluxCard, from https://motion-brew.com/components/flux-card * * One self contained file: the component, its animated icons and the cn() * helper. Needs React 18 or 19 and Tailwind CSS v4. * * The animated icons are adapted from lucide-animated (https://lucide-animated.com), * MIT License, Copyright (c) 2024-2026 pqoqubbw. Icon shapes from Lucide * (https://lucide.dev), ISC License. Permission is hereby granted, free of * charge, to any person obtaining a copy of this software, to deal in it * without restriction, provided the above copyright notice and this * permission notice are included in all copies or substantial portions. */ import * as React from "react"; import { forwardRef, useCallback, useEffect, useImperativeHandle, useRef, useState } from "react"; import { type ClassValue, clsx } from "clsx"; import { AnimatePresence, motion, useAnimation, useAnimationControls, useInView, useReducedMotion, type Variants } from "motion/react"; import { twMerge } from "tailwind-merge"; // cn(): merges Tailwind classes, later ones win. /** Merge Tailwind classes, letting later classes win conflicts. */ function cn(...inputs: ClassValue[]): string { return twMerge(clsx(inputs)); } // Animated icon: bell const BellIcon = (() => { interface BellIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface BellIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const SVG_VARIANTS: Variants = { normal: { rotate: 0 }, animate: { rotate: [0, -10, 10, -10, 0] }, }; const BellIcon = forwardRef( ({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseEnter?.(e); } else { controls.start("animate"); } }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseLeave?.(e); } else { controls.start("normal"); } }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > ); } ); BellIcon.displayName = "BellIcon"; return BellIcon; })(); // Animated icon: calendar-days const CalendarDaysIcon = (() => { interface CalendarDaysIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface CalendarDaysIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const DOTS = [ { cx: 8, cy: 14 }, { cx: 12, cy: 14 }, { cx: 16, cy: 14 }, { cx: 8, cy: 18 }, { cx: 12, cy: 18 }, { cx: 16, cy: 18 }, ]; const VARIANTS: Variants = { normal: { opacity: 1, transition: { duration: 0.2, }, }, animate: (i: number) => ({ opacity: [1, 0.3, 1], transition: { delay: i * 0.1, duration: 0.4, times: [0, 0.5, 1], }, }), }; const CalendarDaysIcon = forwardRef< CalendarDaysIconHandle, CalendarDaysIconProps >(({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseEnter?.(e); } else { controls.start("animate"); } }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseLeave?.(e); } else { controls.start("normal"); } }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > {DOTS.map((dot, index) => ( ))} ); }); CalendarDaysIcon.displayName = "CalendarDaysIcon"; return CalendarDaysIcon; })(); // Animated icon: mail-check const MailCheckIcon = (() => { interface MailCheckIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface MailCheckIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const CHECK_VARIANTS: Variants = { normal: { pathLength: 1, opacity: 1, transition: { duration: 0.3, }, }, animate: { pathLength: [0, 1], opacity: [0, 1], transition: { pathLength: { duration: 0.4, ease: "easeInOut" }, opacity: { duration: 0.4, ease: "easeInOut" }, }, }, }; const MailCheckIcon = forwardRef( ({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseEnter?.(e); } else { controls.start("animate"); } }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseLeave?.(e); } else { controls.start("normal"); } }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > ); } ); MailCheckIcon.displayName = "MailCheckIcon"; return MailCheckIcon; })(); // Animated icon: message-circle const MessageCircleIcon = (() => { interface MessageCircleIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface MessageCircleIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const ICON_VARIANTS: Variants = { normal: { scale: 1, rotate: 0, }, animate: { scale: 1.05, rotate: [0, -7, 7, 0], transition: { rotate: { duration: 0.5, ease: "easeInOut", }, scale: { type: "spring", stiffness: 400, damping: 10, }, }, }, }; const MessageCircleIcon = forwardRef< MessageCircleIconHandle, MessageCircleIconProps >(({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseEnter?.(e); } else { controls.start("animate"); } }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseLeave?.(e); } else { controls.start("normal"); } }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > ); }); MessageCircleIcon.displayName = "MessageCircleIcon"; return MessageCircleIcon; })(); // Animated icon: receipt const ReceiptIcon = (() => { interface ReceiptIconHandle { startAnimation: () => void; stopAnimation: () => void; } interface ReceiptIconProps extends React.HTMLAttributes { /** Size in px; by default it follows className, like a lucide icon. */ size?: number; /** Play while true; when set, hover no longer drives it. */ active?: boolean; /** Line weight, like a lucide icon's. Default `2`. */ strokeWidth?: number | string; } const DOLLAR_MAIN_VARIANTS: Variants = { normal: { opacity: 1, pathLength: 1, transition: { duration: 0.4, opacity: { duration: 0.1 }, }, }, animate: { opacity: [0, 1], pathLength: [0, 1], transition: { duration: 0.6, opacity: { duration: 0.1 }, }, }, }; const DOLLAR_SECONDARY_VARIANTS: Variants = { normal: { opacity: 1, pathLength: 1, pathOffset: 0, transition: { delay: 0.3, duration: 0.3, opacity: { duration: 0.1, delay: 0.3 }, }, }, animate: { opacity: [0, 1], pathLength: [0, 1], pathOffset: [1, 0], transition: { delay: 0.5, duration: 0.4, opacity: { duration: 0.1, delay: 0.5 }, }, }, }; const ReceiptIcon = forwardRef( ({ onMouseEnter, onMouseLeave, className, size, active, style, strokeWidth, ...props }, ref) => { const controls = useAnimation(); const isControlledRef = useRef(false); useImperativeHandle(ref, () => { isControlledRef.current = true; return { startAnimation: () => controls.start("animate"), stopAnimation: () => controls.start("normal"), }; }); const handleMouseEnter = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseEnter?.(e); } else { controls.start("animate"); } }, [controls, onMouseEnter] ); const handleMouseLeave = useCallback( (e: React.MouseEvent) => { if (isControlledRef.current) { onMouseLeave?.(e); } else { controls.start("normal"); } }, [controls, onMouseLeave] ); // Play with the nearest interactive parent, or whenever `active` is set. // Reduced motion keeps the icon still. const wrap = useRef(null); const reduced = useReducedMotion(); const [hosted, setHosted] = useState(false); useEffect(() => { const fake = {} as React.MouseEvent; if (reduced) { setHosted(true); return; } if (active !== undefined) { setHosted(true); (active ? handleMouseEnter : handleMouseLeave)(fake); return; } const host = wrap.current?.parentElement?.closest("button, a, [role=button], [role=menuitem], [role=tab], [role=switch], [role=radio], label"); setHosted(!!host); if (!host) return; const on = () => handleMouseEnter(fake); const off = () => handleMouseLeave(fake); host.addEventListener("pointerenter", on); host.addEventListener("pointerleave", off); return () => { host.removeEventListener("pointerenter", on); host.removeEventListener("pointerleave", off); }; }, [active, reduced, handleMouseEnter, handleMouseLeave]); return ( svg]:size-full", className)} style={size ? { width: size, height: size, ...style } : style} onMouseEnter={hosted ? undefined : handleMouseEnter} onMouseLeave={hosted ? undefined : handleMouseLeave} {...props} > ); } ); ReceiptIcon.displayName = "ReceiptIcon"; return ReceiptIcon; })(); // FluxCard /** * FluxCard * * Trigger: in view and timeline, plus hover and press. A feature card on a * pixelated gradient: the colour flows underneath, but it is drawn as a grid * of small rounded squares, stepped into a few shades and dithered between * them like an old screen. The pointer carries a negative magnetic field: * squares near it shrink away to nothing and the colour is pushed outward, * so a clear hole follows the pointer with a crowded, brighter rim around it. * A press sends a shock wave through the grid. In front, a frosted focus * timer counts down inside a shield, and notification pills drift in from * the edges, hit the shield and get pushed back out; each one that bounces * off makes the shield pulse, ripples the grid where it hit and adds to the * held back count. The pills are repelled by the pointer too. Everything * pauses off screen and in a hidden tab. Reduced motion keeps a still frame * with the pills resting around the timer. * * Engine: motion/react (entrances, the shield pulse, rolling numbers) and a * WebGL fragment shader (flow noise, Bayer dithering, the repelling field and * press waves), with a small spring simulation for the pills, all on one * requestAnimationFrame loop that runs only while the card is visible. */ export type FluxPingIcon = "message" | "calendar" | "mail" | "bell" | "receipt"; export interface FluxPing { label: string; icon: FluxPingIcon; } export interface FluxCardProps { /** Card title. Default `"Keep the noise out"`. */ title?: React.ReactNode; /** Line under the title. */ description?: React.ReactNode; /** The label inside the timer. Default `"Deep work"`. */ label?: string; /** Length of the focus block in minutes. Default `25`. */ minutes?: number; /** Notifications that drift in and bounce off. Up to six are used. */ pings?: FluxPing[]; /** Four colours for the main flow, deepest first. Default an ember ramp. */ colors?: [string, string, string, string]; /** A second colour dithered into the lower right. Default `"#5b5bff"`. */ accent?: string; /** Size of each square in px, 6 to 24. Default `10`. */ pixel?: number; /** How much the shades are dithered into each other, 0 to 1. Default `0.6`. */ dither?: number; /** Strength of the repelling field around the pointer, 0 to 1. Default `0.8`. */ field?: number; /** Reach of the field in px. Default `110`. */ radius?: number; /** Flow speed, 0 (still) to 2. Default `0.6`. */ speed?: number; className?: string; } const DEFAULT_PINGS: FluxPing[] = [ { label: "Maya: quick question?", icon: "message" }, { label: "Standup in 5 min", icon: "calendar" }, { label: "3 new emails", icon: "mail" }, { label: "Invoice #2041 paid", icon: "receipt" }, { label: "Build finished", icon: "bell" }, ]; const ICONS: Record< FluxPingIcon, React.ComponentType<{ active?: boolean; className?: string }> > = { message: MessageCircleIcon, calendar: CalendarDaysIcon, mail: MailCheckIcon, bell: BellIcon, receipt: ReceiptIcon, }; const DEFAULT_COLORS: [string, string, string, string] = [ "#ff4a12", "#ff8a3d", "#ffc48c", "#ffeedd", ]; const GLIDE = [0.22, 1, 0.36, 1] as const; const VERTEX = `attribute vec2 p;void main(){gl_Position=vec4(p,0.,1.);}`; // The flow is sampled once per square, stepped into shades with an 8x8 Bayer // matrix, then each square is drawn rounded with a gap. The pointer's field // shrinks squares near it and pushes the colour outward; a press sends a // ring that swells the squares it passes. const FRAGMENT = `precision highp float; uniform vec2 r;uniform float t;uniform float now;uniform float cell;uniform float dith; uniform vec3 mf;uniform float rad;uniform vec3 rp;uniform float dpr; uniform vec3 c0;uniform vec3 c1;uniform vec3 c2;uniform vec3 c3;uniform vec3 ca; float hash(vec2 p){p=fract(p*vec2(123.34,456.21));p+=dot(p,p+45.32);return fract(p.x*p.y);} float vnoise(vec2 p){vec2 i=floor(p),f=fract(p);vec2 u=f*f*(3.-2.*f); return mix(mix(hash(i),hash(i+vec2(1.,0.)),u.x),mix(hash(i+vec2(0.,1.)),hash(i+1.),u.x),u.y);} float fbm(vec2 p){float v=0.,a=.5;for(int i=0;i<4;i++){v+=a*vnoise(p);p*=2.03;a*=.5;}return v;} float b2(vec2 a){a=floor(a);return fract(a.x/2.+a.y*a.y*.75);} float b4(vec2 a){return b2(.5*a)*.25+b2(a);} float b8(vec2 a){return b4(.5*a)*.25+b2(a);} void main(){ float cs=cell*dpr; vec2 id=floor(gl_FragCoord.xy/cs); vec2 c=(id+.5)*cs; vec2 lp=gl_FragCoord.xy-c; // The negative field: strongest at the pointer, gone by its reach. vec2 dm=c-mf.xy;float dist=length(dm);float reach=rad*dpr; float field=mf.z*exp(-pow(dist/reach,2.)*1.8); float rim=mf.z*exp(-pow((dist-reach*.62)/(reach*.22),2.)); vec2 src=c-normalize(dm+1e-4)*field*reach*.55; // A press: a ring that travels out and fades. float age=now-rp.z;float dr=length(c-rp.xy); float wave=rp.z<0.?0.:exp(-pow((dr-age*520.*dpr)/(46.*dpr),2.))*exp(-age*1.6); vec2 uv=src/r;float asp=r.x/r.y;vec2 p=vec2(uv.x*asp,uv.y); vec2 q=vec2(fbm(p*1.6+vec2(0.,t*.12)),fbm(p*1.6+vec2(5.2,1.3)-vec2(t*.1,0.))); vec2 w=p+(q-.5)*.55; vec2 home=vec2(.18*asp,-.1)+vec2(sin(t*.27),cos(t*.21))*.05; float f=1.-smoothstep(.0,.95,length(w-home)+(fbm(w*2.2+t*.05)-.5)*.25); vec2 a2=vec2(.95*asp,.02)+vec2(sin(t*.31),cos(t*.23))*.07; float f2=1.-smoothstep(.0,.62,length(w-a2)+(fbm(w*2.6-t*.06)-.5)*.3); float bay=(b8(id)-.5)*dith; float lv=floor(clamp(f*4.+bay+wave*.8+rim*.6,0.,4.)); vec3 col=lv<.5?vec3(1.):lv<1.5?c3:lv<2.5?c2:lv<3.5?c1:c0; float al=floor(clamp(f2*3.+bay,0.,3.))/3.; // Two inks, never blended: a square is either the ramp or the accent. if(al>0.&&al*4.>=lv)col=mix(vec3(1.),ca,.3+al*.7); // Square size: a small gap, shrinking to nothing in the field, swelling on the rim and the wave. float s=.84*(1.-smoothstep(.1,.85,field))+rim*.12+wave*.2; s=clamp(s,0.,.98); vec2 bx=abs(lp)-vec2(s*cs*.5-cs*.12); float sd=length(max(bx,0.))+min(max(bx.x,bx.y),0.)-cs*.12; float inside=1.-smoothstep(-.6,.6,sd); if(lv<.5&&al<.01)inside=0.; gl_FragColor=vec4(mix(vec3(1.),col,inside),1.);}`; const rgb = (hex: string): [number, number, number] => { const h = hex.replace("#", ""); const full = h.length === 3 ? h .split("") .map((c) => c + c) .join("") : h; const n = parseInt(full, 16); return [((n >> 16) & 255) / 255, ((n >> 8) & 255) / 255, (n & 255) / 255]; }; const fmt = (s: number) => `${Math.floor(s / 60)}:${String(Math.floor(s % 60)).padStart(2, "0")}`; /** The shield around the timer, in px from the stage centre. */ const SHIELD = 92; interface Body { x: number; y: number; vx: number; vy: number; age: number; wait: number; hit: boolean; } export const FluxCard = React.forwardRef( function FluxCard( { title = "Keep the noise out", description = "Focus mode holds pings, calls and mail at the edge until your block ends. Nothing gets lost, it just waits.", label = "Deep work", minutes = 25, pings = DEFAULT_PINGS, colors = DEFAULT_COLORS, accent = "#5b5bff", pixel = 10, dither = 0.6, field = 0.8, radius = 110, speed = 0.6, className, }, ref, ) { const still = !!useReducedMotion(); const root = React.useRef(null); React.useImperativeHandle(ref, () => root.current!); const canvas = React.useRef(null); const stage = React.useRef(null); const pills = React.useRef<(HTMLDivElement | null)[]>([]); const seen = useInView(root, { once: true, amount: 0.3 }); const visible = useInView(root, { amount: 0.05 }); const shown = seen || still; const list = pings.slice(0, 6); const params = React.useRef({ pixel, dither, field, radius, speed, colors, accent, }); params.current = { pixel, dither, field, radius, speed, colors, accent }; // Pointer in card px; `on` eases the field in and out. const pointer = React.useRef({ x: -999, y: -999, on: 0, target: 0 }); const wave = React.useRef({ x: 0, y: 0, at: -1 }); const clock = React.useRef({ t: 0, now: 0, last: 0 }); const bodies = React.useRef([]); const [held, setHeld] = React.useState(still ? 12 : 9); const [pulse, setPulse] = React.useState(0); const [struck, setStruck] = React.useState(null); const [left, setLeft] = React.useState(minutes * 60); React.useEffect(() => setLeft(minutes * 60), [minutes]); // The focus block counts down while the card is on screen. React.useEffect(() => { if (still || !seen || !visible) return; const t = window.setInterval( () => setLeft((s) => (s <= 1 ? minutes * 60 : s - 1)), 1000, ); return () => window.clearInterval(t); }, [still, seen, visible, minutes]); /** A ripple in the grid at a point in card px. */ const ripple = React.useCallback((x: number, y: number) => { wave.current = { x, y, at: clock.current.now }; }, []); /** A pill starts again somewhere off the edge, heading for the shield. */ const spawn = React.useCallback((b: Body, w: number, h: number) => { // From the sides and below, never from over the copy. const a = (-0.15 + Math.random() * 1.3) * Math.PI; b.x = Math.cos(a) * (w * 0.62); b.y = Math.sin(a) * (h * 0.62); const sp = 70 + Math.random() * 45; const n = Math.hypot(b.x, b.y) || 1; const side = (Math.random() - 0.5) * 0.7; b.vx = (-b.x / n) * sp + (-b.y / n) * sp * side; b.vy = (-b.y / n) * sp + (b.x / n) * sp * side; b.age = 0; b.hit = false; }, []); // Pills at rest for reduced motion and before the first frame. const resting = React.useCallback((i: number, n: number) => { const a = -Math.PI / 2 + (i / n) * Math.PI * 2 + 0.4; return { x: Math.cos(a) * (SHIELD + 58), y: Math.sin(a) * (SHIELD + 22) }; }, []); React.useEffect(() => { bodies.current = list.map((_, i) => { const r = resting(i, list.length); return { x: r.x, y: r.y, vx: 0, vy: 0, age: 0, wait: still ? 0 : 0.4 + i * 1.3, hit: false, }; }); // eslint-disable-next-line react-hooks/exhaustive-deps }, [list.length, still]); // One loop: the shader and the pills. React.useEffect(() => { const el = canvas.current; if (!el) return; const gl = el.getContext("webgl", { antialias: false, premultipliedAlpha: false, }); let draw = () => {}; if (!gl) { const c = params.current.colors; el.style.background = `radial-gradient(60% 50% at 95% 100%, ${params.current.accent}, transparent 70%), radial-gradient(120% 80% at 15% 105%, ${c[0]}, ${c[1]} 30%, ${c[2]} 50%, #fff 75%)`; } else { const compile = (type: number, src: string) => { const s = gl.createShader(type)!; gl.shaderSource(s, src); gl.compileShader(s); return s; }; const prog = gl.createProgram()!; gl.attachShader(prog, compile(gl.VERTEX_SHADER, VERTEX)); gl.attachShader(prog, compile(gl.FRAGMENT_SHADER, FRAGMENT)); gl.linkProgram(prog); gl.useProgram(prog); gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); gl.bufferData( gl.ARRAY_BUFFER, new Float32Array([-1, -1, 1, -1, -1, 1, 1, 1]), gl.STATIC_DRAW, ); const loc = gl.getAttribLocation(prog, "p"); gl.enableVertexAttribArray(loc); gl.vertexAttribPointer(loc, 2, gl.FLOAT, false, 0, 0); const u = (n: string) => gl.getUniformLocation(prog, n); const U = { r: u("r"), t: u("t"), now: u("now"), cell: u("cell"), dith: u("dith"), mf: u("mf"), rad: u("rad"), rp: u("rp"), dpr: u("dpr"), c0: u("c0"), c1: u("c1"), c2: u("c2"), c3: u("c3"), ca: u("ca"), }; draw = () => { const dpr = Math.min(2, window.devicePixelRatio || 1); const w = Math.max(1, Math.round(el.clientWidth * dpr)); const h = Math.max(1, Math.round(el.clientHeight * dpr)); if (el.width !== w || el.height !== h) { el.width = w; el.height = h; } const p = params.current; const ptr = pointer.current; const wv = wave.current; // Card px (y down) to canvas px (y up). const sx = w / Math.max(1, el.clientWidth); gl.viewport(0, 0, w, h); gl.uniform2f(U.r, w, h); gl.uniform1f(U.t, clock.current.t); gl.uniform1f(U.now, clock.current.now); gl.uniform1f(U.cell, Math.max(6, Math.min(24, p.pixel))); gl.uniform1f(U.dith, p.dither); gl.uniform1f(U.dpr, sx); gl.uniform3f(U.mf, ptr.x * sx, h - ptr.y * sx, ptr.on * p.field); gl.uniform1f(U.rad, p.radius); gl.uniform3f(U.rp, wv.x * sx, h - wv.y * sx, wv.at); gl.uniform3fv(U.c0, rgb(p.colors[0])); gl.uniform3fv(U.c1, rgb(p.colors[1])); gl.uniform3fv(U.c2, rgb(p.colors[2])); gl.uniform3fv(U.c3, rgb(p.colors[3])); gl.uniform3fv(U.ca, rgb(p.accent)); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); }; } const place = () => { bodies.current.forEach((b, i) => { const node = pills.current[i]; if (!node) return; const st = stage.current; const w = st?.clientWidth ?? 400; const h = st?.clientHeight ?? 300; const fadeIn = still ? 1 : Math.min(1, b.age * 2.5); const edge = Math.max( Math.abs(b.x) / (w * 0.6), Math.abs(b.y) / (h * 0.6), ); // Fade out before reaching the copy above the stage. const top = Math.max(0, Math.min(1, (b.y + h / 2) / 36)); const fadeOut = still ? 1 : Math.max(0, Math.min(1, (1.08 - edge) * 4)); const tilt = Math.max(-8, Math.min(8, b.vx * 0.04)); node.style.opacity = String( b.wait > 0 ? 0 : fadeIn * fadeOut * (still ? 1 : top), ); node.style.transform = `translate(-50%, -50%) translate(${b.x}px, ${b.y}px) rotate(${tilt}deg)`; }); }; if (still || !visible) { clock.current.t = 3; draw(); place(); return; } let raf = 0; clock.current.last = performance.now(); const frame = (ms: number) => { raf = requestAnimationFrame(frame); if (document.hidden) return; const dt = Math.min(0.05, (ms - clock.current.last) / 1000); clock.current.last = ms; clock.current.now += dt; clock.current.t += dt * params.current.speed; const ptr = pointer.current; ptr.on += (ptr.target - ptr.on) * (1 - Math.exp(-dt * 6)); // Pills: drift in, get pushed out by the shield and by the pointer. const st = stage.current; const card = root.current; if (st && card && seen) { const w = st.clientWidth; const h = st.clientHeight; // The pointer in stage coordinates (from the stage centre). const px = ptr.x - st.offsetLeft - w / 2; const py = ptr.y - st.offsetTop - h / 2; bodies.current.forEach((b, i) => { if (b.wait > 0) { b.wait -= dt; if (b.wait <= 0) spawn(b, w, h); return; } b.age += dt; let fx = 0; let fy = 0; const d = Math.hypot(b.x, b.y) || 1; const nx = b.x / d; const ny = b.y / d; // The shield is an ellipse a little wider than tall, like the pills. const reach = SHIELD + 18 + 40 * Math.abs(nx); if (d < reach) { const k = (reach - d) * 60; fx += nx * k; fy += ny * k; if (!b.hit) { b.hit = true; setHeld((n) => n + 1); setPulse((n) => n + 1); setStruck(i); ripple( st.offsetLeft + w / 2 + nx * SHIELD, st.offsetTop + h / 2 + ny * SHIELD, ); } } // Pills keep a little room between each other, mostly up and down. bodies.current.forEach((o, j) => { if (j === i || o.wait > 0) return; const ox = b.x - o.x; const oy = b.y - o.y; if (Math.abs(ox) < 150 && Math.abs(oy) < 38) { fy += Math.sign(oy || i - j) * (38 - Math.abs(oy)) * 40; fx += Math.sign(ox || i - j) * (150 - Math.abs(ox)) * 2; } }); const dx = b.x - px; const dy = b.y - py; const dp = Math.hypot(dx, dy); const pr = params.current.radius; if (ptr.on > 0.05 && dp < pr && dp > 0.1) { const k = Math.pow(1 - dp / pr, 2) * 2400 * ptr.on * params.current.field; fx += (dx / dp) * k; fy += (dy / dp) * k; } b.vx = (b.vx + fx * dt) * Math.exp(-dt * 0.5); b.vy = (b.vy + fy * dt) * Math.exp(-dt * 0.5); b.x += b.vx * dt; b.y += b.vy * dt; const gone = Math.abs(b.x) > w * 0.68 || Math.abs(b.y) > h * 0.68; if ((gone && b.age > 1) || b.age > 12) { b.wait = 0.6 + Math.random() * 1.6; } }); } place(); draw(); }; raf = requestAnimationFrame(frame); return () => cancelAnimationFrame(raf); }, [still, visible, seen, spawn, ripple]); // Each bounce knocks the shield in a little. const bump = useAnimationControls(); React.useEffect(() => { if (!pulse || still) return; void bump.start({ scale: [0.95, 1], transition: { type: "spring", stiffness: 500, damping: 14 }, }); }, [pulse, still, bump]); React.useEffect(() => { if (struck === null) return; const t = window.setTimeout(() => setStruck(null), 700); return () => window.clearTimeout(t); }, [struck, pulse]); const total = minutes * 60; const progress = left / total; const R = 66; const enter = (delay: number) => ({ initial: still ? (false as const) : { opacity: 0, y: 10, filter: "blur(6px)" }, animate: shown ? { opacity: 1, y: 0, filter: "blur(0px)" } : undefined, transition: { duration: 0.6, ease: GLIDE, delay: still ? 0 : delay }, }); return ( { const el = e.currentTarget; const r = el.getBoundingClientRect(); // The card may sit inside something scaled, so measure in its own pixels. const scale = r.width / el.offsetWidth || 1; pointer.current.x = (e.clientX - r.left) / scale; pointer.current.y = (e.clientY - r.top) / scale; pointer.current.target = 1; }} onPointerLeave={() => { pointer.current.target = 0; }} onPointerDown={(e) => { const el = e.currentTarget; const r = el.getBoundingClientRect(); const scale = r.width / el.offsetWidth || 1; const x = (e.clientX - r.left) / scale; const y = (e.clientY - r.top) / scale; ripple(x, y); // A press shoves every pill away from it. const st = stage.current; if (!st) return; const sx = x - st.offsetLeft - st.clientWidth / 2; const sy = y - st.offsetTop - st.clientHeight / 2; bodies.current.forEach((b) => { const dx = b.x - sx; const dy = b.y - sy; const d = Math.hypot(dx, dy) || 1; const k = 260 * Math.max(0.2, 1 - d / 320); b.vx += (dx / d) * k; b.vy += (dy / d) * k; }); }} className={cn( "relative isolate h-[480px] w-[400px] max-w-full select-none overflow-hidden rounded-[32px] bg-white text-[#242423] shadow-[0_1px_2px_rgba(0,0,0,0.04),0_12px_32px_-16px_rgba(0,0,0,0.18)]", className, )} >
{title} {description}
{/* The stage: the shielded timer, with pings drifting in from the edges. */}
{/* Pings */}
{list.map((ping, i) => { const Icon = ICONS[ping.icon]; const r = resting(i, list.length); return (
{ pills.current[i] = el; }} style={{ transform: `translate(-50%, -50%) translate(${r.x}px, ${r.y}px)`, opacity: still ? 1 : 0, }} className="absolute left-0 top-0 will-change-transform" >
{ping.label}
); })}
{/* Shield and timer */}
{!still && pulse > 0 && ( )}
{label} {fmt(left)} {held} held back
); }, );