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Mahmoud Aglan authored
New core module: juice.js - Particle burst engine (coins, stars, confetti, squares) - Coin fly-to-target animation (particles arc from source to HUD) - Screen shake with intensity decay - Number counter with eased tick-up - Haptic feedback (light/medium/heavy/success/error patterns) - Element glow/pulse effects - Slam-in, bounce-in, slide-up-bounce animations - Stagger utility for sequential element animations - Float/breathe idle animations - Full-screen flash effect CSS juice system: - 16 keyframe animations (slamIn, slideUpBounce, breatheGlow, ringExpand, wobble, numberPop, shimmerBorder, bgGradientMove...) - Ambient moving gradient background on body - Primary buttons breathe with golden glow when idle - Scene transitions: spring overshoot (scale 0.88→1.02→1) - will-change hints on interactive elements Home screen juiced: - Game tiles bounce-in staggered on load - Tiles float with subtle Y-axis bob (different speeds) - Tile press: haptic + pulse glow - Game menu slams up with spring overshoot Result screen juiced: - Screen flash (green for win, red for loss) - Trophy/skull slams in with 1.8x scale overshoot - Rating counter ticks up/down per digit - Win: confetti burst (40 particles) + haptic success - Loss: screen shake + haptic error - Coins fly from result area to HUD counter - Buttons stagger slide-up on entry Co-Authored-By:Claude Opus 4.6 <noreply@anthropic.com>
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