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Cards & Layoutv0.4.0New

Burst Pack Opening

A foil card pack you tear open in a burst of pixel rays, cards and confetti.

Installation

CLI

npx shadcn@latest add https://hantui-theta.vercel.app/r/burst-pack-opening.json

Manual

  1. Install the dependencies

    npm install clsx lucide-react motion radix-ui tailwind-merge
  2. Add the shared helpers

    Components use cn() from lib/utils.ts and the motion tokens below. See Installation if you have not set them up yet.

    lib/glyph/canvas-loop.ts
    /**
     * The render loop every glyph and dither canvas shares: sizes the canvas to its host at a capped
     * pixel ratio, runs only while the host is on screen, the tab is visible, nothing is paused and
     * the user hasn't asked for reduced motion, and otherwise keeps one up-to-date still frame.
     * Framework-free: start it in an effect and dispose it in the cleanup. Browser only.
     */
    
    export interface CanvasLoopFrame {
      /** Seconds since the previous frame (capped at 0.05), or 0 for a redraw without advancing. */
      dt: number;
      /** Seconds the loop has been running. */
      time: number;
      /** True under reduced motion: draw a calm, finished-looking frame. */
      still: boolean;
      /** Host size in CSS pixels. */
      width: number;
      height: number;
      /** Device pixel ratio of the canvas (capped). */
      dpr: number;
    }
    
    export interface CanvasLoopOptions {
      /** Element observed for size and visibility. */
      host: HTMLElement;
      /** Canvas sized to the host times the pixel ratio. */
      canvas: HTMLCanvasElement;
      /** Advance by `frame.dt` and draw. Called every animation frame while running, and with dt 0 after resizes and redraws. */
      render: (frame: CanvasLoopFrame) => void;
      /** Called after the canvas is resized, before it is redrawn. */
      resize?: (frame: CanvasLoopFrame) => void;
      /** Read before every frame; while it returns true the loop stops and the last frame stays. */
      isPaused?: () => boolean;
      /** Highest device pixel ratio used. @default 2 */
      maxDpr?: number;
      /** Margin around the viewport that still counts as on screen. @default "120px" */
      rootMargin?: string;
    }
    
    export interface CanvasLoop {
      /** Re-checks paused, visibility and reduced motion, and starts or stops the loop. Call it when props change. */
      wake(): void;
      /** Draws one frame without advancing (no-op while the loop is running, since the next frame will). */
      redraw(): void;
      /** Stops the loop and removes every observer and listener. */
      dispose(): void;
    }
    
    export function runCanvasLoop(options: CanvasLoopOptions): CanvasLoop {
      const { host, canvas, rootMargin = "120px" } = options;
      const reducedMotion = window.matchMedia("(prefers-reduced-motion: reduce)");
      let width = 0;
      let height = 0;
      let dpr = 1;
      let raf = 0;
      let last = 0;
      let time = 0;
      let inView = false;
      let disposed = false;
    
      const frame = (dt: number): CanvasLoopFrame => ({ dt, time, still: reducedMotion.matches, width, height, dpr });
      const shouldRun = () => !disposed && inView && !document.hidden && !reducedMotion.matches && !options.isPaused?.();
    
      const tick = (now: number) => {
        raf = 0;
        if (!shouldRun()) return;
        const dt = last ? Math.min(0.05, (now - last) / 1000) : 0;
        last = now;
        time += dt;
        options.render(frame(dt));
        raf = requestAnimationFrame(tick);
      };
    
      const wake = () => {
        if (disposed) return;
        if (shouldRun()) {
          if (!raf) {
            last = 0;
            raf = requestAnimationFrame(tick);
          }
          return;
        }
        if (raf) cancelAnimationFrame(raf);
        raf = 0;
      };
    
      const redraw = () => {
        if (!disposed && !raf && width > 0) options.render(frame(0));
      };
    
      const resize = () => {
        width = Math.max(1, host.clientWidth);
        height = Math.max(1, host.clientHeight);
        dpr = Math.min(window.devicePixelRatio || 1, options.maxDpr ?? 2);
        const w = Math.max(1, Math.round(width * dpr));
        const h = Math.max(1, Math.round(height * dpr));
        if (canvas.width !== w || canvas.height !== h) {
          canvas.width = w;
          canvas.height = h;
        }
        options.resize?.(frame(0));
        // Resizing clears the canvas, so repaint right away even while running.
        options.render(frame(0));
      };
    
      const resizeObserver = new ResizeObserver(resize);
      const intersection = new IntersectionObserver(
        ([entry]) => {
          inView = entry?.isIntersecting ?? true;
          wake();
        },
        { rootMargin },
      );
      const onVisibility = () => wake();
      const onMotionChange = () => {
        wake();
        redraw();
      };
    
      resize();
      resizeObserver.observe(host);
      intersection.observe(host);
      document.addEventListener("visibilitychange", onVisibility);
      reducedMotion.addEventListener("change", onMotionChange);
    
      return {
        wake,
        redraw,
        dispose() {
          disposed = true;
          if (raf) cancelAnimationFrame(raf);
          raf = 0;
          resizeObserver.disconnect();
          intersection.disconnect();
          document.removeEventListener("visibilitychange", onVisibility);
          reducedMotion.removeEventListener("change", onMotionChange);
        },
      };
    }
    lib/motion.ts
    import type { Transition, Variants } from "motion/react";
    
    /** Durations in seconds. */
    export const duration = {
      instant: 0.1,
      quick: 0.18,
      base: 0.28,
      slow: 0.45,
    } as const;
    
    /** Cubic-bezier curves. */
    export const ease = {
      /** Entering, UI response. */
      out: [0.22, 1, 0.36, 1],
      /** Moving on screen. */
      inOut: [0.65, 0, 0.35, 1],
      /** Sheets and the mobile menu. */
      drawer: [0.32, 0.72, 0, 1],
    } as const;
    
    /** Everyday UI: presses, icon swaps, popovers and modals. Exits run at `exitFactor` of the enter. */
    export const ui = {
      press: { scale: 0.96, duration: 0.12 },
      icon: { type: "spring", duration: 0.3, bounce: 0 },
      popover: { duration: 0.18, ease: ease.out },
      modal: { duration: 0.24, ease: ease.out },
      exitFactor: 0.6,
    } as const;
    
    /** Once-per-visit motion on the landing page: hero letters, the reel and the afterimage. */
    export const kinetic = {
      heroLetter: { duration: 0.6, ease: ease.out },
      /** Delay per letter, eased so the wave slows toward the end. */
      heroStep: 0.035,
      reelSwap: { type: "spring", duration: 0.5, bounce: 0.1 },
      /** Two afterimages: lag in seconds and opacity of each. */
      ghost: { lag: [0.04, 0.09], opacity: [0.14, 0.06] },
    } as const;
    
    /** Spring presets. */
    export const spring = {
      snappy: { type: "spring", stiffness: 500, damping: 30 },
      smooth: { type: "spring", stiffness: 260, damping: 26 },
      bouncy: { type: "spring", stiffness: 300, damping: 15 },
    } as const satisfies Record<string, Transition>;
    
    /** Stagger between siblings, in seconds (0.03–0.06). */
    export const stagger = {
      tight: 0.03,
      base: 0.045,
      loose: 0.06,
    } as const;
    
    /** Blur + fade + y-offset. Falls back to a plain fade under reduced motion. */
    export function enterVariants(reduceMotion?: boolean | null, y = 8): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.base } },
          exit: { opacity: 0, transition: { duration: duration.quick } },
        };
      }
      return {
        hidden: { opacity: 0, y, filter: "blur(4px)" },
        visible: {
          opacity: 1,
          y: 0,
          filter: "blur(0px)",
          transition: { duration: duration.base, ease: ease.out },
        },
        exit: {
          opacity: 0,
          y: -y / 2,
          filter: "blur(4px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
      };
    }
    
    /** Scale 0.96 → 1 for popovers, menus and dialogs. */
    export function overlayVariants(reduceMotion?: boolean | null): Variants {
      if (reduceMotion) {
        return {
          hidden: { opacity: 0 },
          visible: { opacity: 1, transition: { duration: duration.quick } },
          exit: { opacity: 0, transition: { duration: duration.instant } },
        };
      }
      return {
        hidden: { opacity: 0, scale: 0.96, filter: "blur(2px)" },
        visible: {
          opacity: 1,
          scale: 1,
          filter: "blur(0px)",
          transition: { duration: duration.quick, ease: ease.out },
        },
        exit: {
          opacity: 0,
          scale: 0.96,
          filter: "blur(2px)",
          transition: { duration: duration.instant + 0.02, ease: ease.out },
        },
      };
    }
    
    /** Parent variants that stagger their children in. */
    export function staggerVariants(gap: number = stagger.base, delayChildren = 0): Variants {
      return {
        hidden: {},
        visible: { transition: { staggerChildren: gap, delayChildren } },
        exit: { transition: { staggerChildren: gap / 2, staggerDirection: -1 } },
      };
    }
    lib/pixel-art/sprites.ts
    /**
     * Palette-indexed sprite sheets for canvas pixel art, and a low-res buffer that is drawn at a
     * logical pixel size and blitted at a whole-number scale, so pixels stay square and crisp.
     * Framework-free. The canvas helpers are browser only: call them from effects.
     */
    
    export interface SpriteSheet {
      /** Frame width in logical pixels. */
      w: number;
      /** Frame height in logical pixels. */
      h: number;
      /** One palette index per pixel, row by row. Index 0 is transparent. */
      frames: Uint8Array[];
      /** CSS colors by index. Entry 0 is unused (transparent). */
      palette: readonly string[];
    }
    
    /**
     * Builds a sheet from character maps, the same authoring format as the pixel icons: one string
     * per row, one character per pixel, `.` for transparent. `colors` maps each character to a CSS
     * color, and its key order becomes the palette order (starting at index 1).
     */
    export function spriteSheet(frames: readonly (readonly string[])[], colors: Readonly<Record<string, string>>): SpriteSheet {
      const keys = Object.keys(colors);
      const h = frames[0]?.length ?? 0;
      const w = frames[0]?.[0]?.length ?? 0;
      return {
        w,
        h,
        palette: ["transparent", ...keys.map((key) => colors[key])],
        frames: frames.map((rows) => {
          const data = new Uint8Array(w * h);
          for (let y = 0; y < h; y++) {
            const row = rows[y] ?? "";
            for (let x = 0; x < w; x++) data[y * w + x] = keys.indexOf(row[x] ?? ".") + 1;
          }
          return data;
        }),
      };
    }
    
    export interface DrawSpriteOptions {
      /** Mirror the frame horizontally. */
      flip?: boolean;
      /** Palette to use instead of the sheet's, e.g. a recolored vest. Same indices. */
      palette?: readonly string[];
    }
    
    /**
     * Draws one frame at a whole-pixel position (x and y are rounded, so sprites never land between
     * pixels). Horizontal runs of one color are filled as a single rect.
     */
    export function drawSprite(ctx: CanvasRenderingContext2D, sheet: SpriteSheet, frame: number, x: number, y: number, options: DrawSpriteOptions = {}) {
      const data = sheet.frames[((frame % sheet.frames.length) + sheet.frames.length) % sheet.frames.length];
      if (!data) return;
      const palette = options.palette ?? sheet.palette;
      const { w, h } = sheet;
      const ox = Math.round(x);
      const oy = Math.round(y);
      let fill = "";
      for (let row = 0; row < h; row++) {
        let col = 0;
        while (col < w) {
          const index = data[row * w + (options.flip ? w - 1 - col : col)];
          if (!index) {
            col++;
            continue;
          }
          let run = 1;
          while (col + run < w && data[row * w + (options.flip ? w - 1 - col - run : col + run)] === index) run++;
          const color = palette[index] ?? sheet.palette[index];
          if (color !== fill) {
            fill = color;
            ctx.fillStyle = color;
          }
          ctx.fillRect(ox + col, oy + row, run, 1);
          col += run;
        }
      }
    }
    
    export interface PixelBuffer {
      /** Offscreen canvas at the logical size. Draw sprites here. */
      canvas: HTMLCanvasElement;
      ctx: CanvasRenderingContext2D;
      width: number;
      height: number;
    }
    
    /** An offscreen canvas at a logical pixel size. Returns null when 2D canvas is unavailable. */
    export function createPixelBuffer(width: number, height: number): PixelBuffer | null {
      const canvas = document.createElement("canvas");
      canvas.width = width;
      canvas.height = height;
      const ctx = canvas.getContext("2d");
      if (!ctx) return null;
      ctx.imageSmoothingEnabled = false;
      return { canvas, ctx, width, height };
    }
    
    /** The largest whole-number scale at which a logical size fits the target (at least 1). */
    export function integerScale(logicalWidth: number, logicalHeight: number, targetWidth: number, targetHeight: number, max = Infinity) {
      return Math.max(1, Math.min(max, Math.floor(Math.min(targetWidth / logicalWidth, targetHeight / logicalHeight))));
    }
    
    export interface BlitOptions {
      /** Scale to use instead of the largest that fits. Rounded to a whole number. */
      scale?: number;
      /** Horizontal anchor inside the target, 0 (left) to 1 (right). @default 0.5 */
      alignX?: number;
      /** Vertical anchor inside the target, 0 (top) to 1 (bottom). @default 0.5 */
      alignY?: number;
    }
    
    /**
     * Draws a pixel buffer onto a canvas context at a whole-number scale with smoothing off.
     * `targetWidth` and `targetHeight` are in the context's own pixels (device pixels for a canvas
     * sized by the shared canvas loop). Returns the scale and offset used, for pointer mapping.
     */
    export function blitPixelBuffer(ctx: CanvasRenderingContext2D, buffer: PixelBuffer, targetWidth: number, targetHeight: number, options: BlitOptions = {}) {
      const scale = Math.max(1, Math.round(options.scale ?? integerScale(buffer.width, buffer.height, targetWidth, targetHeight)));
      const width = buffer.width * scale;
      const height = buffer.height * scale;
      const x = Math.round((targetWidth - width) * (options.alignX ?? 0.5));
      const y = Math.round((targetHeight - height) * (options.alignY ?? 0.5));
      ctx.imageSmoothingEnabled = false;
      ctx.drawImage(buffer.canvas, 0, 0, buffer.width, buffer.height, x, y, width, height);
      return { scale, x, y, width, height };
    }
    
    /**
     * Sizes a visible canvas to a logical pixel size and scales it with CSS by a whole number, for
     * scenes that draw straight to the canvas without a separate buffer. Returns the scale.
     */
    export function fitPixelCanvas(canvas: HTMLCanvasElement, logicalWidth: number, logicalHeight: number, scale: number) {
      const whole = Math.max(1, Math.round(scale));
      if (canvas.width !== logicalWidth) canvas.width = logicalWidth;
      if (canvas.height !== logicalHeight) canvas.height = logicalHeight;
      canvas.style.width = `${logicalWidth * whole}px`;
      canvas.style.height = `${logicalHeight * whole}px`;
      canvas.style.imageRendering = "pixelated";
      const ctx = canvas.getContext("2d");
      if (ctx) ctx.imageSmoothingEnabled = false;
      return whole;
    }
  3. Copy the source

    components/ui/burst-pack-opening/burst-pack-opening.tsx
    "use client";
    
    import { useEffect, useMemo, useRef, useState, type ComponentProps, type CSSProperties, type PointerEvent as ReactPointerEvent, type ReactNode } from "react";
    import { Dialog } from "radix-ui";
    import { AnimatePresence, animate, motion, useMotionTemplate, useMotionValue, useReducedMotion, useSpring, useTransform } from "motion/react";
    import { RotateCw, X } from "lucide-react";
    import { cn } from "@/lib/utils";
    import { duration, ease, spring } from "@/lib/motion";
    import { runCanvasLoop, type CanvasLoop } from "@/lib/glyph/canvas-loop";
    import { blitPixelBuffer, createPixelBuffer, type PixelBuffer } from "@/lib/pixel-art/sprites";
    
    export interface BurstPackCard {
      /** Stable id. */
      id: string;
      /** Card name, shown at the bottom of the card and on its back. */
      name: string;
      /** Full-bleed art: a React node (SVG works best) or an image URL. */
      art: ReactNode | string;
      /** Short stat line under the name, such as "Bounce 7". */
      stat?: string;
      /** Text on the back of the card. */
      description?: string;
      /** "holo" adds a holographic foil that follows the pointer. @default "common" */
      rarity?: "common" | "holo";
      /** Background behind the art, as any CSS background. */
      ground?: string;
    }
    
    export interface BurstPack {
      /** Stable id. */
      id: string;
      /** Series name, used on the pack and in its accessible name ("Open pack: Cobalt series"). */
      label: string;
      /** Pack color, as any CSS color. */
      color: string;
      /** Emblem in the middle of the pack. @default a silver four-point star */
      emblem?: ReactNode;
      /** Cards inside. Five fill the row. */
      cards: BurstPackCard[];
    }
    
    export interface BurstPackOpeningProps extends Omit<ComponentProps<"div">, "children"> {
      /** Packs to open, in order. After the last one the first comes around again. */
      packs: BurstPack[];
      /** Controlled index of the pack on stage. */
      activePack?: number;
      /** Index of the first pack when uncontrolled. @default 0 */
      defaultActivePack?: number;
      /** Called when the next pack drops in. */
      onActivePackChange?: (index: number) => void;
      /** Called when a pack is torn open, with its cards in the order they landed. */
      onOpen?: (pack: BurstPack, cards: BurstPackCard[]) => void;
      /** Called when a revealed card is opened. */
      onCardSelect?: (card: BurstPackCard) => void;
      /** Seed for the card order, landing angles and confetti, so every visitor sees the same opening. @default 229 */
      seed?: number;
      /** Fire the pixel rays and confetti. @default true */
      burst?: boolean;
      /** Small brand text on the pack's label. @default "Series" */
      brandLabel?: string;
    }
    
    const PACK_W = 120;
    const PACK_H = 168;
    const STAGE_H = 400;
    const ROW_TOP = 52;
    const PACK_TOP = 112;
    /** One burst pixel is this many CSS pixels. */
    const PIXEL = 4;
    const RAINBOW = ["#ff3b3b", "#ff8a1f", "#ffd426", "#35d04f", "#22b8f0", "#4b5bf0", "#a54bf0"];
    const CONFETTI = 90;
    
    /** A small seeded generator (mulberry32). */
    function seededRandom(seed: number) {
      let a = seed >>> 0;
      return () => {
        a = (a + 0x6d2b79f5) >>> 0;
        let t = a;
        t = Math.imul(t ^ (t >>> 15), t | 1);
        t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
        return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
      };
    }
    
    function shuffled<T>(items: T[], random: () => number) {
      const out = items.slice();
      for (let i = out.length - 1; i > 0; i--) {
        const j = Math.floor(random() * (i + 1));
        [out[i], out[j]] = [out[j], out[i]];
      }
      return out;
    }
    
    const ZIGZAG_TOP = `polygon(${Array.from({ length: 13 }, (_, i) => `${(i / 12) * 100}% ${i % 2 ? 0 : 5}px`).join(",")},100% 100%,0 100%)`;
    const ZIGZAG_BOTTOM = `polygon(0 0,100% 0,${Array.from({ length: 13 }, (_, i) => `${100 - (i / 12) * 100}% calc(100% - ${i % 2 ? 0 : 5}px)`).join(",")})`;
    
    function StarEmblem() {
      return (
        <svg viewBox="0 0 48 48" className="size-12 drop-shadow-[0_1px_0_rgb(255_255_255/0.6)]" aria-hidden="true">
          <defs>
            <linearGradient id="bpo-silver" x1="0" y1="0" x2="1" y2="1">
              <stop offset="0" stopColor="#ffffff" />
              <stop offset="0.5" stopColor="#c9ced8" />
              <stop offset="1" stopColor="#8f97a8" />
            </linearGradient>
          </defs>
          <path d="M24 2c2.4 12.6 7.4 17.6 20 20-12.6 2.4-17.6 7.4-20 20-2.4-12.6-7.4-17.6-20-20 12.6-2.4 17.6-7.4 20-20z" fill="url(#bpo-silver)" stroke="rgb(0 0 0 / 0.25)" strokeWidth="1" />
        </svg>
      );
    }
    
    const FOIL = "linear-gradient(115deg,transparent 20%,rgb(255 255 255/0.55) 38%,rgb(125 211 252/0.5) 46%,rgb(192 132 252/0.5) 54%,rgb(253 230 138/0.5) 62%,transparent 80%)";
    
    interface FaceProps {
      card: BurstPackCard;
      className?: string;
      children?: ReactNode;
    }
    
    /** The front of a card: art, name and stat line. */
    function CardFace({ card, className, children }: FaceProps) {
      return (
        <span className={cn("absolute inset-0 block overflow-hidden rounded-[10%/7%] border-[3px] border-white bg-zinc-100 shadow-[0_1px_2px_rgb(0_0_0/0.12),0_10px_22px_-10px_rgb(0_0_0/0.35)]", className)} style={{ background: card.ground }}>
          {typeof card.art === "string" ? (
            <span aria-hidden="true" style={{ backgroundImage: `url(${JSON.stringify(card.art)})` }} className="absolute inset-0 bg-cover bg-center" />
          ) : (
            <span aria-hidden="true" className="absolute inset-0 [&>svg]:size-full">
              {card.art}
            </span>
          )}
          <span className="absolute inset-x-0 bottom-0 bg-[linear-gradient(to_top,rgb(0_0_0/0.72),transparent)] px-[8%] pt-[18%] pb-[6%] text-left text-white">
            <span className="block truncate text-[0.72em] leading-tight font-semibold">{card.name}</span>
            {card.stat ? <span className="block truncate font-mono text-[0.56em] leading-tight opacity-90">{card.stat}</span> : null}
          </span>
          {children}
        </span>
      );
    }
    
    interface RevealedCardProps {
      card: BurstPackCard;
      slot: number;
      count: number;
      tilt: number;
      fly: boolean;
      onSelect: (trigger: HTMLElement) => void;
    }
    
    function RevealedCard({ card, slot, count, tilt, fly, onSelect }: RevealedCardProps) {
      const reduceMotion = useReducedMotion();
      const rotateX = useSpring(0, { stiffness: 260, damping: 20 });
      const rotateY = useSpring(0, { stiffness: 260, damping: 20 });
      const lift = useSpring(0, { stiffness: 300, damping: 22 });
      const glareX = useMotionValue(50);
      const glareY = useMotionValue(50);
      const glare = useMotionTemplate`radial-gradient(circle at ${glareX}% ${glareY}%, rgb(255 255 255 / 0.55), transparent 55%)`;
      const foilPosition = useTransform(glareX, (v) => `${v}% 50%`);
    
      function onPointerMove(event: ReactPointerEvent<HTMLButtonElement>) {
        if (event.pointerType === "touch" || reduceMotion) return;
        const rect = event.currentTarget.getBoundingClientRect();
        const x = (event.clientX - rect.left) / rect.width;
        const y = (event.clientY - rect.top) / rect.height;
        rotateY.set((x - 0.5) * 16);
        rotateX.set((0.5 - y) * 16);
        lift.set(-8);
        glareX.set(x * 100);
        glareY.set(y * 100);
      }
      function onPointerLeave() {
        rotateX.set(0);
        rotateY.set(0);
        lift.set(0);
      }
    
      // Each card starts at the pack's mouth and arcs up to its slot.
      const fromCenter = (slot - (count - 1) / 2) * -1;
      const flight = fly
        ? { x: [`${fromCenter * 86}%`, `${fromCenter * 40}%`, "0%"], y: ["70%", "-55%", "0%"], scale: [0.35, 0.9, 1], rotate: [tilt * 14, tilt * -5, tilt], opacity: [0, 1, 1] }
        : { opacity: 1, x: "0%", y: "0%", scale: 1, rotate: tilt };
    
      return (
        <motion.li
          initial={fly ? { opacity: 0 } : { opacity: 0, rotate: tilt }}
          animate={flight}
          exit={reduceMotion ? { opacity: 0 } : { x: `${fromCenter * 86 + 260}%`, opacity: 0, rotate: 0, transition: { duration: duration.slow, ease: ease.inOut, delay: 0.02 * slot } }}
          transition={fly ? { duration: 0.62, delay: 0.12 + slot * 0.07, times: [0, 0.55, 1], ease: ease.out } : { duration: duration.base }}
          style={{ zIndex: slot }}
          className="relative -ml-2.5 aspect-[5/7] w-[21%] max-w-[104px] min-w-[72px] shrink-0 text-[15px] [perspective:600px] first:ml-0 @max-[26rem]:-ml-1.5 @max-[26rem]:w-[30%]"
        >
          <motion.button
            type="button"
            aria-label={`${card.name}${card.rarity === "holo" ? ", holo" : ""}. Open card`}
            onClick={(event) => onSelect(event.currentTarget)}
            onPointerMove={onPointerMove}
            onPointerLeave={onPointerLeave}
            style={{ rotateX, rotateY, y: lift }}
            className="absolute inset-0 cursor-pointer rounded-[10%/7%] outline-none focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2"
          >
            <CardFace card={card}>
              {card.rarity === "holo" ? <motion.span aria-hidden="true" style={{ backgroundImage: FOIL, backgroundSize: "260% 100%", backgroundPosition: foilPosition }} className="absolute inset-0 mix-blend-overlay" /> : null}
              <motion.span aria-hidden="true" style={{ background: glare }} className="absolute inset-0 opacity-0 transition-opacity duration-200 [button:hover_&]:opacity-60" />
            </CardFace>
          </motion.button>
        </motion.li>
      );
    }
    
    export function BurstPackOpening({
      packs,
      activePack,
      defaultActivePack = 0,
      onActivePackChange,
      onOpen,
      onCardSelect,
      seed = 229,
      burst = true,
      brandLabel = "Series",
      className,
      ...props
    }: BurstPackOpeningProps) {
      const reduceMotion = useReducedMotion();
      const [internal, setInternal] = useState(defaultActivePack);
      const index = packs.length ? ((((activePack ?? internal) % packs.length) + packs.length) % packs.length) : 0;
      const pack = packs[index];
      /** How many packs have been opened, so a pack that comes around again deals a new order. */
      const [round, setRound] = useState(0);
      const [phase, setPhase] = useState<"sealed" | "opening" | "revealed" | "sweeping">("sealed");
      const [selected, setSelected] = useState<BurstPackCard | null>(null);
      const [flipped, setFlipped] = useState(false);
      const [announcement, setAnnouncement] = useState("");
    
      const stageRef = useRef<HTMLDivElement>(null);
      const canvasRef = useRef<HTMLCanvasElement>(null);
      const packRef = useRef<HTMLButtonElement>(null);
      const nextRef = useRef<HTMLButtonElement>(null);
      const fire = useRef<() => void>(() => {});
      const drag = useRef<{ x: number; fromRight: boolean; moved: boolean } | null>(null);
      const timers = useRef<number[]>([]);
      const focusPack = useRef(false);
      /** The card button that opened the dialog, so focus can go back to it. */
      const opener = useRef<HTMLElement | null>(null);
    
      /** 0 sealed, 1 torn all the way across. */
      const tear = useMotionValue(0);
      const [fromRight, setFromRight] = useState(false);
      const stripClip = useTransform(tear, (v) => (fromRight ? `inset(0 ${v * 100}% 0 0)` : `inset(0 0 0 ${v * 100}%)`));
      const curlX = useTransform(tear, (v) => (fromRight ? (1 - v) * PACK_W - 10 : v * PACK_W - 4));
      const curlOpacity = useTransform(tear, [0, 0.04, 0.96, 1], [0, 1, 1, 0]);
      const shake = useMotionValue(0);
    
      // The deal: card order and landing angles for this pack, from the seed.
      const deal = useMemo(() => {
        if (!pack) return [];
        const random = seededRandom(seed + index * 101 + round * 7919);
        return shuffled(pack.cards, random).map((card) => ({ card, tilt: (random() - 0.5) * 6 }));
      }, [pack, seed, index, round]);
    
      useEffect(() => () => timers.current.forEach((timer) => window.clearTimeout(timer)), []);
      const later = (fn: () => void, ms: number) => {
        timers.current.push(window.setTimeout(fn, ms));
      };
    
      // Rays and confetti: one low-res canvas, one loop that runs only while something is on it.
      useEffect(() => {
        const stage = stageRef.current;
        const canvas = canvasRef.current;
        const ctx = canvas?.getContext("2d");
        if (!stage || !canvas || !ctx) return;
        let buffer: PixelBuffer | null = null;
        let started = -1;
        let clock = 0;
        const cx = new Float32Array(CONFETTI);
        const cy = new Float32Array(CONFETTI);
        const cvx = new Float32Array(CONFETTI);
        const cvy = new Float32Array(CONFETTI);
        const cColor = new Uint8Array(CONFETTI);
        const cRest = new Float32Array(CONFETTI);
        let shots = 0;
    
        const loop: CanvasLoop = runCanvasLoop({
          host: stage,
          canvas,
          isPaused: () => started < 0,
          resize: (frame) => {
            buffer = createPixelBuffer(Math.ceil(frame.width / PIXEL), Math.ceil(frame.height / PIXEL));
          },
          render: (frame) => {
            ctx.setTransform(1, 0, 0, 1, 0, 0);
            ctx.clearRect(0, 0, canvas.width, canvas.height);
            if (!buffer || started < 0 || frame.still) return;
            clock += frame.dt;
            const t = clock - started;
            const b = buffer.ctx;
            b.clearRect(0, 0, buffer.width, buffer.height);
            const mouthX = buffer.width / 2;
            const mouthY = (PACK_TOP + 10) / PIXEL;
            const floor = (ROW_TOP + 150) / PIXEL;
    
            // Rays: hard-edged wedges, banded red to violet outward, that expand, hold and break into pixels.
            if (t < 1.05) {
              const reach = Math.min(1, t / 0.4) * (buffer.height * 0.62);
              const breakUp = Math.max(0, (t - 0.62) / 0.4);
              const top = Math.max(0, Math.floor(mouthY - reach));
              for (let band = 0; band < RAINBOW.length; band++) {
                b.fillStyle = RAINBOW[band];
                for (let y = top; y < mouthY; y++) {
                  for (let x = Math.max(0, Math.floor(mouthX - reach)); x < Math.min(buffer.width, mouthX + reach); x++) {
                    const dx = x - mouthX;
                    const dy = mouthY - y;
                    const distance = Math.sqrt(dx * dx + dy * dy);
                    if (distance > reach || distance < 2) continue;
                    if (Math.floor(distance / 5) % RAINBOW.length !== band) continue;
                    // Eleven wedges across a 150° fan, with a gap between each.
                    const angle = Math.atan2(dy, dx);
                    if (angle < 0.26 || angle > 2.88) continue;
                    if (Math.floor(((angle - 0.26) / 2.62) * 21) % 2) continue;
                    // An ordered threshold per pixel, so the fan dissolves in a pixel pattern.
                    if (breakUp > 0 && ((x * 7 + y * 13) % 16) / 16 < breakUp) continue;
                    b.fillRect(x, y, 1, 1);
                  }
                }
              }
            }
    
            // Confetti: square pixels under gravity that settle on a floor below the row, then fade.
            let alive = false;
            for (let band = 0; band < RAINBOW.length; band++) {
              b.fillStyle = RAINBOW[band];
              for (let i = 0; i < CONFETTI; i++) {
                if (cColor[i] !== band) continue;
                if (cRest[i] > 1.1) continue;
                alive = true;
                if (cRest[i] === 0) {
                  cvy[i] += 150 * frame.dt;
                  cx[i] += cvx[i] * frame.dt;
                  cy[i] += cvy[i] * frame.dt;
                  if (cy[i] >= floor && cvy[i] > 0) {
                    cy[i] = floor;
                    cRest[i] = 0.001;
                  }
                } else {
                  cRest[i] += frame.dt;
                }
                // Fading is a pixel flicker, not an alpha ramp, to stay hard-edged.
                if (cRest[i] > 0.5 && (i + Math.floor(cRest[i] * 20)) % 3 === 0) continue;
                b.fillRect(Math.round(cx[i]), Math.round(cy[i]), 2, 2);
              }
            }
    
            blitPixelBuffer(ctx, buffer, canvas.width, canvas.height, { scale: canvas.width / buffer.width, alignX: 0.5, alignY: 0 });
            if (!alive && t > 1.05) {
              started = -1;
              loop.wake();
            }
          },
        });
    
        fire.current = () => {
          if (!buffer || window.matchMedia("(prefers-reduced-motion: reduce)").matches) return;
          const random = seededRandom(seed + 31 * ++shots);
          const mouthX = buffer.width / 2;
          const mouthY = (PACK_TOP + 10) / PIXEL;
          for (let i = 0; i < CONFETTI; i++) {
            const angle = 0.3 + random() * 2.54;
            const speed = 40 + random() * 70;
            cx[i] = mouthX + (random() - 0.5) * 8;
            cy[i] = mouthY;
            cvx[i] = Math.cos(angle) * speed;
            cvy[i] = -Math.sin(angle) * speed;
            cColor[i] = Math.floor(random() * RAINBOW.length);
            cRest[i] = 0;
          }
          started = clock;
          loop.wake();
        };
    
        return () => {
          fire.current = () => {};
          loop.dispose();
        };
      }, [seed]);
    
      function open() {
        if (phase !== "sealed" || !pack) return;
        setPhase("opening");
        const finish = () => {
          // Two or three frames of shake, then the pack gives.
          if (!reduceMotion) animate(shake, [0, -3, 3, -2, 0], { duration: 0.16 });
          later(
            () => {
              if (burst) fire.current();
              setPhase("revealed");
              setAnnouncement(`${deal.length} cards revealed: ${deal.map((entry) => entry.card.name).join(", ")}`);
              onOpen?.(pack, deal.map((entry) => entry.card));
            },
            reduceMotion ? 0 : 170,
          );
        };
        if (reduceMotion) {
          tear.jump(1);
          finish();
        } else {
          animate(tear, 1, { duration: Math.max(0.12, 0.5 * (1 - tear.get())), ease: ease.out, onComplete: finish });
        }
      }
    
      function onPackPointerDown(event: ReactPointerEvent<HTMLButtonElement>) {
        if (phase !== "sealed" || event.button !== 0) return;
        const rect = event.currentTarget.getBoundingClientRect();
        const right = event.clientX - rect.left > rect.width / 2;
        drag.current = { x: event.clientX, fromRight: right, moved: false };
        setFromRight(right);
        event.currentTarget.setPointerCapture(event.pointerId);
      }
      function onPackPointerMove(event: ReactPointerEvent<HTMLButtonElement>) {
        const state = drag.current;
        if (!state || phase !== "sealed") return;
        const travelled = (event.clientX - state.x) * (state.fromRight ? -1 : 1);
        if (travelled > 6) state.moved = true;
        if (state.moved) tear.set(Math.min(1, Math.max(0, travelled / (PACK_W * 0.9))));
      }
      function onPackPointerUp() {
        const state = drag.current;
        drag.current = null;
        if (!state?.moved || phase !== "sealed") return;
        // Past halfway the tear finishes by itself; otherwise the strip settles back.
        if (tear.get() > 0.5) open();
        else animate(tear, 0, spring.snappy);
      }
    
      function nextPack() {
        if (phase !== "revealed") return;
        setSelected(null);
        setPhase("sweeping");
      }
      function afterSweep() {
        if (phase !== "sweeping") return;
        const next = (index + 1) % packs.length;
        tear.jump(0);
        setRound((n) => n + 1);
        if (activePack === undefined) setInternal(next);
        onActivePackChange?.(next);
        focusPack.current = true;
        setPhase("sealed");
      }
      useEffect(() => {
        if (phase === "sealed" && focusPack.current) {
          focusPack.current = false;
          packRef.current?.focus({ preventScroll: true });
        }
      }, [phase]);
    
      function select(card: BurstPackCard, trigger: HTMLElement) {
        opener.current = trigger;
        setFlipped(false);
        setSelected(card);
        onCardSelect?.(card);
        // The enlarged card turns over to its back a beat after it opens.
        later(() => setFlipped(true), reduceMotion ? 0 : 420);
      }
    
      if (!pack) return null;
      const sealed = phase === "sealed" || phase === "opening";
      const flying = !reduceMotion;
    
      return (
        <div className={cn("@container relative w-full", className)} {...props}>
          <div ref={stageRef} style={{ height: STAGE_H }} className="relative mx-auto w-full max-w-[560px] overflow-hidden">
            {/* The pack: a foil pouch with crimped seams that bobs over its shadow. */}
            <AnimatePresence>
              {sealed ? (
                <motion.div
                  key={`pack-${index}-${round}`}
                  style={{ top: PACK_TOP, width: PACK_W, height: PACK_H, marginLeft: -PACK_W / 2, "--pack": pack.color } as CSSProperties & Record<"--pack", string>}
                  initial={reduceMotion ? { opacity: 0 } : { y: -PACK_TOP - PACK_H - 20, opacity: 1, rotate: -6 }}
                  animate={{ y: 0, opacity: 1, rotate: 0 }}
                  exit={reduceMotion ? { opacity: 0 } : { y: 90, opacity: 0, rotate: 5, transition: { duration: duration.slow, ease: ease.inOut } }}
                  transition={reduceMotion ? { duration: duration.base } : spring.bouncy}
                  className="absolute left-1/2 z-10"
                >
                  <motion.span
                    aria-hidden="true"
                    animate={reduceMotion ? undefined : { scaleX: [1, 0.86, 1], opacity: [0.32, 0.22, 0.32] }}
                    transition={{ duration: 3, repeat: Infinity, ease: "easeInOut" }}
                    className="absolute -bottom-5 left-1/2 -ml-12 h-3 w-24 rounded-[50%] bg-black blur-[5px]"
                  />
                  <motion.div animate={reduceMotion ? undefined : { y: [0, -3, 0] }} transition={{ duration: 3, repeat: Infinity, ease: "easeInOut" }} className="size-full">
                    <motion.button
                      ref={packRef}
                      type="button"
                      aria-label={`Open pack: ${pack.label} series`}
                      disabled={phase !== "sealed"}
                      onClick={() => {
                        if (tear.get() < 0.02) open();
                      }}
                      onPointerDown={onPackPointerDown}
                      onPointerMove={onPackPointerMove}
                      onPointerUp={onPackPointerUp}
                      onPointerCancel={onPackPointerUp}
                      style={{ x: shake }}
                      className="group/pack relative size-full cursor-pointer touch-none outline-none select-none focus-visible:[filter:drop-shadow(2px_0_0_var(--ring))_drop-shadow(-2px_0_0_var(--ring))_drop-shadow(0_2px_0_var(--ring))_drop-shadow(0_-2px_0_var(--ring))]"
                    >
                      {/* Body, with the dark mouth that shows once the strip is gone. */}
                      <span className="absolute inset-x-0 top-[14px] bottom-0 overflow-hidden bg-(--pack) shadow-[inset_0_0_0_1px_rgb(255_255_255/0.25)]" style={{ clipPath: ZIGZAG_BOTTOM }}>
                        <span className="absolute inset-0 bg-[linear-gradient(100deg,rgb(255_255_255/0.28),transparent_30%,rgb(0_0_0/0.12)_62%,rgb(255_255_255/0.2))]" />
                        <span className="absolute inset-x-0 top-0 h-2 bg-black/55" />
                        <motion.span
                          aria-hidden="true"
                          animate={reduceMotion ? undefined : { x: ["-160%", "260%"] }}
                          transition={{ duration: 3.4, repeat: Infinity, ease: "easeInOut", repeatDelay: 0.6 }}
                          className="absolute inset-y-0 left-0 w-1/2 -skew-x-12 bg-[linear-gradient(90deg,transparent,rgb(255_255_255/0.45),transparent)]"
                        />
                        <span className="absolute top-5 left-2.5 rounded-[3px] bg-white/90 px-1.5 py-0.5 text-[8px] leading-none font-bold tracking-[0.08em] text-black uppercase">{brandLabel}</span>
                        <span className="absolute inset-0 grid place-items-center">{pack.emblem ?? <StarEmblem />}</span>
                        <span className="absolute inset-x-0 bottom-4 text-center text-[10px] font-semibold tracking-[0.14em] text-white uppercase [text-shadow:0_1px_1px_rgb(0_0_0/0.35)]">{pack.label}</span>
                      </span>
                      {/* The tear strip: its attached part is clipped away as the tear travels. */}
                      <motion.span aria-hidden="true" style={{ clipPath: stripClip }} className="absolute inset-x-0 top-0 block h-[22px]">
                        <span className="absolute inset-0 bg-(--pack) brightness-110" style={{ clipPath: ZIGZAG_TOP }}>
                          <span className="absolute inset-0 bg-[repeating-linear-gradient(90deg,rgb(255_255_255/0.22)_0_2px,transparent_2px_5px)]" />
                        </span>
                      </motion.span>
                      <motion.span aria-hidden="true" style={{ x: curlX, opacity: curlOpacity }} className="absolute -top-2 left-0 block h-7 w-3.5 rotate-[24deg] rounded-[3px] bg-[linear-gradient(90deg,rgb(255_255_255/0.95),var(--pack))] shadow-[0_2px_4px_rgb(0_0_0/0.3)]" />
                    </motion.button>
                  </motion.div>
                </motion.div>
              ) : null}
            </AnimatePresence>
    
            <canvas ref={canvasRef} aria-hidden="true" className="pointer-events-none absolute inset-0 z-20 size-full [image-rendering:pixelated]" />
    
            {/* The row: cards land one by one, slightly turned and overlapping. */}
            <AnimatePresence onExitComplete={afterSweep}>
              {phase === "revealed" ? (
                <motion.ul key={`row-${index}-${round}`} exit={{ opacity: 1 }} style={{ top: ROW_TOP }} className="absolute inset-x-0 z-30 flex flex-wrap justify-center gap-y-2 px-2">
                  {deal.map((entry, slot) => (
                    <RevealedCard key={entry.card.id} card={entry.card} slot={slot} count={deal.length} tilt={entry.tilt} fly={flying} onSelect={(trigger) => select(entry.card, trigger)} />
                  ))}
                </motion.ul>
              ) : null}
            </AnimatePresence>
    
            <AnimatePresence>
              {phase === "revealed" ? (
                <motion.div
                  key="next"
                  initial={{ opacity: 0, y: 8 }}
                  animate={{ opacity: 1, y: 0, transition: { delay: reduceMotion ? 0.2 : 0.12 + deal.length * 0.07 + 0.62 + 0.6, duration: duration.base, ease: ease.out } }}
                  exit={{ opacity: 0, transition: { duration: duration.quick } }}
                  className="absolute inset-x-0 bottom-6 z-30 flex justify-center"
                >
                  <button
                    ref={nextRef}
                    type="button"
                    onClick={nextPack}
                    className="inline-flex h-11 cursor-pointer items-center gap-2 rounded-full bg-foreground px-5 text-sm font-semibold text-background shadow-md outline-none transition-transform duration-150 active:scale-[0.97] focus-visible:ring-2 focus-visible:ring-ring focus-visible:ring-offset-2"
                  >
                    <RotateCw aria-hidden="true" className="size-4" strokeWidth={2.25} />
                    Open another
                  </button>
                </motion.div>
              ) : null}
            </AnimatePresence>
          </div>
    
          <span role="status" aria-live="polite" className="sr-only">
            {announcement}
          </span>
    
          <Dialog.Root open={selected !== null} onOpenChange={(next) => !next && setSelected(null)}>
            <AnimatePresence>
              {selected ? (
                <Dialog.Portal forceMount>
                  <Dialog.Overlay asChild forceMount>
                    <motion.div initial={{ opacity: 0 }} animate={{ opacity: 1 }} exit={{ opacity: 0 }} transition={{ duration: duration.quick }} className="fixed inset-0 z-50 bg-black/55 backdrop-blur-[2px]" />
                  </Dialog.Overlay>
                  <Dialog.Content
                    asChild
                    forceMount
                    aria-describedby={undefined}
                    onCloseAutoFocus={(event) => {
                      event.preventDefault();
                      opener.current?.focus({ preventScroll: true });
                    }}
                  >
                    <motion.div
                      initial={reduceMotion ? { opacity: 0 } : { opacity: 0, scale: 0.86 }}
                      animate={{ opacity: 1, scale: 1 }}
                      exit={reduceMotion ? { opacity: 0 } : { opacity: 0, scale: 0.92 }}
                      transition={reduceMotion ? { duration: duration.quick } : spring.smooth}
                      className="fixed inset-0 z-50 m-auto flex h-fit w-[min(240px,70vw)] flex-col items-center gap-4 outline-none"
                    >
                      <Dialog.Title className="sr-only">{selected.name}</Dialog.Title>
                      <div className="aspect-[5/7] w-full text-[34px] [perspective:900px]">
                        <motion.div
                          animate={{ rotateY: flipped ? 180 : 0 }}
                          transition={reduceMotion ? { duration: 0 } : { duration: 0.6, ease: ease.inOut }}
                          className="relative size-full [transform-style:preserve-3d]"
                        >
                          <CardFace card={selected} className="[backface-visibility:hidden]">
                            {selected.rarity === "holo" ? <span aria-hidden="true" style={{ backgroundImage: FOIL, backgroundSize: "260% 100%", backgroundPosition: "35% 50%" }} className="absolute inset-0 mix-blend-overlay" /> : null}
                          </CardFace>
                          <div className="absolute inset-0 flex [transform:rotateY(180deg)] flex-col rounded-[10%/7%] border-[3px] border-white bg-zinc-900 p-5 text-left text-base text-white [backface-visibility:hidden]">
                            <p className="font-mono text-[10px] tracking-[0.14em] text-white/70 uppercase">{selected.rarity === "holo" ? "Holo" : "Common"}</p>
                            <p className="mt-2 text-xl font-semibold tracking-tight">{selected.name}</p>
                            {selected.stat ? <p className="mt-1 font-mono text-xs text-white/80">{selected.stat}</p> : null}
                            {selected.description ? <p className="mt-4 text-sm leading-5 text-white/90">{selected.description}</p> : null}
                            <p className="mt-auto font-mono text-[10px] tracking-[0.14em] text-white/70 uppercase">{pack.label} series</p>
                          </div>
                        </motion.div>
                      </div>
                      <div className="flex gap-2">
                        <button
                          type="button"
                          onClick={() => setFlipped((value) => !value)}
                          className="inline-flex h-10 cursor-pointer items-center gap-2 rounded-full bg-white px-4 text-sm font-medium text-zinc-900 outline-none focus-visible:ring-2 focus-visible:ring-white focus-visible:ring-offset-2 focus-visible:ring-offset-black"
                        >
                          <RotateCw aria-hidden="true" className="size-4" />
                          Flip card
                        </button>
                        <Dialog.Close className="grid size-10 cursor-pointer place-items-center rounded-full bg-white/15 text-white outline-none hover:bg-white/25 focus-visible:ring-2 focus-visible:ring-white" aria-label="Close">
                          <X aria-hidden="true" className="size-4" />
                        </Dialog.Close>
                      </div>
                    </motion.div>
                  </Dialog.Content>
                </Dialog.Portal>
              ) : null}
            </AnimatePresence>
          </Dialog.Root>
        </div>
      );
    }

Usage

import { BurstPackOpening, type BurstPack } from "@/components/ui/burst-pack-opening/burst-pack-opening";

const packs: BurstPack[] = [
  {
    id: "cobalt",
    label: "Cobalt",
    color: "#1d4ed8",
    cards: [
      { id: "c1", name: "Bounder", stat: "Bounce 7", art: <BounderArt />, ground: "#ffd9c2" },
      { id: "c2", name: "Halo Nine", stat: "Orbit 9", art: "/cards/halo-nine.webp", rarity: "holo" },
    ],
  },
];

export function Packs() {
  return <BurstPackOpening packs={packs} onOpen={(pack, cards) => save(pack.id, cards)} />;
}

API reference

PropTypeDefaultDescription
packs*BurstPack[]–Packs to open, in order. After the last one the first comes around again.
activePacknumber–Controlled index of the pack on stage.
defaultActivePacknumber0Index of the first pack when uncontrolled.
onActivePackChange(index: number) => void–Called when the next pack drops in.
onOpen(pack: BurstPack, cards: BurstPackCard[]) => void–Called when a pack is torn open, with its cards in the order they landed.
onCardSelect(card: BurstPackCard) => void–Called when a revealed card is opened.
seednumber229Seed for the card order, landing angles and confetti, so every visitor sees the same opening.
burstbooleantrueFire the pixel rays and confetti.
brandLabelstring"Series"Small brand text on the pack's label.

Also accepts every native <div> attribute, including ref and className.

  • Drag from either top corner to tear: the strip peels with the pointer and finishes by itself past halfway. A click or key press runs the same tear in half a second.
  • The pack and the cards are DOM with CSS 3D, driven by Motion values. Rays and confetti are one low-res canvas between them, drawn at 4 screen pixels per pixel with smoothing off; its loop runs only while the burst is on screen.
  • Card order, landing angles and confetti come from seed, the pack and how many packs have been opened, so server and client agree and a pack that comes around again deals a new order.
  • Cards with rarity "holo" get the foil from Foil Card Drift, here following the pointer. Hover lifts and tilts a card up to 8°.
  • art can be a React node (SVG scales cleanly) or an image URL. All demo art is original SVG drawn in code.
  • In narrow containers the five cards wrap into two rows. The stage has a fixed height of 400px.

Accessibility

  • The pack is a button named "Open pack: Cobalt series". Enter, Space or a click tears it open; dragging along the top edge is an extra, not a requirement.
  • A polite live region announces the reveal once: "5 cards revealed: …" with the card names in landing order.
  • Each card is a button. It opens a dialog that traps focus, is titled with the card's name, closes with Escape or its Close button and returns focus to the card.
  • The card's back (name, stat, description and rarity) is real text, and a Flip card button turns it from the keyboard.
  • When the next pack drops in, focus moves to it.
  • With reduced motion enabled there are no rays, confetti or flight: the pack crossfades into the row and the enlarged card swaps faces without turning.