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.smash
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button.like__button
span.fragments
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span.like-label Like
span.like-count 0
*
box-sizing border-box
:root
--hulk-green hsl(120, 100%, 25%)
--hulk-outline hsl(120, 100%, 10%)
--hulk-stroke hsl(0, 0%, 10%)
--hulk-shorts hsl(279, 78%, 21%)
--hulk-shorts-outline hsl(279, 78%, 10%)
body
display flex
align-items center
justify-content center
min-height 100vh
button
cursor pointer
padding 0
margin 0
background hsl(0, 0%, 50%)
color hsl(0, 0%, 100%)
position absolute
left 10%
width 80%
border 5px solid hsl(0, 0%, 25%)
border-radius 5px
bottom 0
height 35%
font-size 2rem
font-weight bold
font-family sans-serif
color hsl(0, 0%, 15%)
text-shadow 2px 2px hsl(0, 0%, 60%)
display flex
align-items center
justify-content center
grid-template-columns repeat(3, 1fr)
outline transparent
@media(min-width 768px) and (min-height 768px)
font-size 3rem
span
display inline-block
.like-icon svg
height 3rem
width 3rem
filter drop-shadow(2px 2px hsl(0, 0%, 60%))
@media(min-width 768px) and (min-height 768px)
height 4rem
width 4rem
.crack
overflow hidden
filter drop-shadow(2px 2px hsl(0, 0%, 60%))
-webkit-clip-path inset(0 0 0 0)
clip-path inset(0 0 0 0)
.crack
position absolute
top -5px
left -5px
stroke hsl(0, 0%, 25%)
height calc(10px + 100%)
width calc(10px + 100%)
fill none
stroke-width 3
display none
.fragments
display block
width 100%
position absolute
top 0
left 0
.fragment
height calc(var(--size, 10) * 0.15vmin)
width calc(var(--size, 10) * 0.15vmin)
position absolute
display block
top 0
left calc(var(--x, 50) * 1%)
background 'hsl(0, 0%, %s)' % calc(var(--lightness, 30) * 1%)
border-radius calc(var(--radius, 50) * 1%)
transform scale(0)
.like-label
margin 0 1.5rem
.smash
min-width 300px
width 50vmin
// background red
position relative
.hulk
&__body-part
stroke var(--hulk-outline)
fill var(--hulk-green)
&__chin
fill var(--hulk-outline)
&__face
&__back-head
fill var(--hulk-green)
&__eye
&__hair
&__mouth-open
fill var(--hulk-stroke)
&__eyebrow
stroke var(--hulk-stroke)
&__pupil
&__mouth
&__teeth
fill white
&__sweat
fill hsla(190, 100%, 50%, 0.75)
&__shorts
fill var(--hulk-shorts)
stroke var(--hulk-shorts-outline)
const {
gsap,
Physics2DPlugin,
gsap: { to, set, timeline },
} = window
// Register the plugin
gsap.registerPlugin(Physics2DPlugin)
const randomInRange = (min, max) =>
Math.floor(Math.random() * max - min + 1) + min
const HULK = document.querySelector('.hulk')
const HULK_BACK = document.querySelector('.hulk__back')
const HULK_HEAD = document.querySelector('.hulk__head')
const HULK_EYES = [
document.querySelector('.hulk__eye--left'),
document.querySelector('.hulk__eye--right'),
]
const CRACKS = document.querySelector('.crack')
const FRAGMENT_CONTAINER = document.querySelector('.fragments')
const HULK_OPEN_MOUTH = document.querySelector('.hulk__mouth-scream')
const HULK_SMASH_ARMS = document.querySelector('.hulk__arms--smash-mode')
const HULK_FLIGHT_ARMS = document.querySelector('.hulk__arms--flight-mode')
const HULK_ARM_LEFT = document.querySelector('.hulk__arm--left')
const HULK_TORSO = document.querySelector('.hulk__torso')
const HULK_FOREARM_LEFT = document.querySelector('.hulk__forearm--left')
const HULK_ARM_RIGHT = document.querySelector('.hulk__arm--right')
const HULK_FOREARM_RIGHT = document.querySelector('.hulk__forearm--right')
const HULK_MOUTH = document.querySelector('.hulk__mouth')
const HULK_SWEAT = document.querySelector('.hulk__sweat')
const LIKE_BUTTON = document.querySelector('button')
const CONTAINER = document.querySelector('.smash')
const LIKE_LABEL = document.querySelector('.like-count')
const SIDES = {
LEFT: 'LEFT',
RIGHT: 'RIGHT',
}
const SOUNDS = {
GRUNT: new Audio(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/605876/grunt.mp3'
),
LAND: new Audio(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/605876/crash.mp3'
),
// Baby roar
JUMP: new Audio(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/605876/baby-roar.mp3'
),
// Adult?
// JUMP: new Audio('https://freesound.org/data/previews/340/340162_4869949-lq.mp3')
SMASHES: [
new Audio(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/605876/SmashOneNew.mp3'
),
new Audio(
'https://s3-us-west-2.amazonaws.com/s.cdpn.io/605876/SmashTwoNew.mp3'
),
],
}
// Adjust Audio volume
SOUNDS.GRUNT.volume = SOUNDS.LAND.volume = SOUNDS.JUMP.volume = SOUNDS.SMASHES[0].volume = SOUNDS.SMASHES[1].volume = 0.5
const STATE = {
READY: false,
SMASHING: false,
SIDE: SIDES.RIGHT,
SMASHES: 0,
LIKES: 0,
}
set(HULK, { transformOrigin: '50% 50%', scale: 0 })
set(HULK_SWEAT, { transformOrigin: '50% 0', scale: 0, opacity: 0, y: '-=5' })
set(HULK_EYES, { transformOrigin: '50% 50%' })
set(HULK_FOREARM_LEFT, { transformOrigin: '25% 25%' })
set(HULK_ARM_LEFT, { transformOrigin: '25% 25%' })
set([HULK_ARM_RIGHT, HULK_FOREARM_RIGHT], { transformOrigin: '75% 25%' })
set([HULK_BACK, HULK_MOUTH, HULK_SMASH_ARMS], { display: 'none' })
const JUMP_SPEED = 0.5
const LAND_LOOP_SPEED = 0.05
const WALK_OUT_TIME = 5
const WALK_OUT_SPEED = 3
const SMASH_SPEED = 0.05
const BLINK_SPEED = 0.05
const BREATHING_ROOM = 1
const CLOSE_EYES = 0.1
let walkOut
let breatheTimer
const RESET = () => {
set([HULK_OPEN_MOUTH, HULK_HEAD, HULK_FLIGHT_ARMS], { display: 'block' })
set([HULK_MOUTH], { display: 'none' })
}
const SIMMER_EYES = to(HULK_EYES, {
duration: CLOSE_EYES,
scaleY: 0.85,
paused: true,
onReverseComplete: () => set(HULK_EYES, { scaleY: 1 }),
})
const SWEAT_TL = new timeline({ paused: true, repeat: -1 })
.to(HULK_SWEAT, { duration: 1, y: '+=10' }, 0)
.to(HULK_SWEAT, { duration: 1, scale: 1 }, 0)
.to(HULK_SWEAT, { duration: 0.5, opacity: 1 }, 0)
.to(HULK_SWEAT, { duration: 0.5, opacity: 0 })
const HEAD_SHAKE_TL = new timeline({ paused: true, repeat: -1, yoyo: true }).to(
HULK_HEAD,
{
y: '+=0.5',
duration: 0.1,
}
)
const BREATHE_TL = new timeline({ repeat: -1, yoyo: true }).to(HULK_TORSO, {
duration: 1,
y: '-=0.5',
})
const BUTTON_SMASH_TL = new timeline({ paused: true }).to(LIKE_BUTTON, {
duration: SMASH_SPEED / 2,
y: '+=10',
repeat: 1,
yoyo: true,
})
let BLINK_TL
let POUND_TL
const BLINK = () => {
if (BLINK_TL) BLINK_TL.kill()
set(HULK_EYES, { scaleY: 1 })
BLINK_TL = new timeline({
delay: randomInRange(1, 6),
onComplete: () => BLINK(),
}).to(HULK_EYES, {
duration: BLINK_SPEED,
scaleY: 0,
repeat: 1,
yoyo: true,
})
}
BLINK()
const WALK_OUT = () => {
return new timeline({
onStart: () => {
LIKE_BUTTON.setAttribute('disabled', true)
SOUNDS.GRUNT.play()
},
onComplete: () => {
STATE.READY = false
LIKE_BUTTON.removeAttribute('disabled')
RESET()
},
})
.set(HULK_BACK, { display: 'block' })
.set([HULK_HEAD, HULK_SMASH_ARMS], { display: 'none' })
.set(HULK, { transformOrigin: '50% 100%' })
.to(HULK, { scale: 0, duration: WALK_OUT_SPEED })
}
const startInactiveTimer = () => {
if (walkOut) clearTimeout(walkOut)
walkOut = setTimeout(WALK_OUT, WALK_OUT_TIME * 1000)
}
const JUMP = () => {
// Set the state, disable the button
LIKE_BUTTON.setAttribute('disabled', true)
set(HULK_BACK, { display: 'none' })
return new timeline({
onStart: () => SOUNDS.JUMP.play(),
onComplete: LAND,
})
.to(HULK, { scale: 1, duration: JUMP_SPEED }, 0)
.to(
HULK,
{ y: '-25vh', repeat: 1, yoyo: true, duration: JUMP_SPEED / 2 },
0
)
.set(
[HULK_FLIGHT_ARMS, HULK_OPEN_MOUTH],
{ display: 'none' },
JUMP_SPEED * 0.85
)
.set([HULK_SMASH_ARMS, HULK_MOUTH], { display: 'block' }, JUMP_SPEED * 0.85)
}
const FRAGMENT_SPEED = 1
const FRAGMENT = () => {
const NO_OF_FRAGMENTS = randomInRange(1, 5)
for (let f = 0; f < NO_OF_FRAGMENTS; f++) {
const FRAGMENT = document.createElement('span')
FRAGMENT.className = 'fragment'
FRAGMENT.style.setProperty('--x', randomInRange(10, 90))
FRAGMENT.style.setProperty('--radius', randomInRange(0, 50))
FRAGMENT.style.setProperty('--lightness', randomInRange(15, 60))
FRAGMENT.style.setProperty('--size', randomInRange(5, 15))
FRAGMENT_CONTAINER.appendChild(FRAGMENT)
new timeline({
onComplete: () => FRAGMENT.remove(),
})
.to(FRAGMENT, {
duration: FRAGMENT_SPEED,
scale: 1,
physics2D: {
velocity: window.innerHeight * 0.25,
angle: 'random(-180, 0)',
gravity: `random(${window.innerHeight * 0.25}, ${window.innerHeight *
0.5})`,
},
})
.to(
FRAGMENT,
{
opacity: 0,
duration: 0.25,
},
FRAGMENT_SPEED - 0.25
)
}
}
const CANCEL_ACTION = () => {
STATE.SMASHING = false
// Set walk away
startInactiveTimer()
// Kill sweating timeline
SWEAT_TL.pause()
SWEAT_TL.time(0)
// Reset headshake
HEAD_SHAKE_TL.pause()
HEAD_SHAKE_TL.time(0)
STATE.SWEATING = false
// Kill smash counter?
STATE.SMASHES = 0
// Reset blinking
BLINK()
// Reset arms
set([HULK_ARM_LEFT, HULK_ARM_RIGHT, HULK_FOREARM_LEFT, HULK_FOREARM_RIGHT], {
rotate: 0,
})
if (breatheTimer) clearTimeout(breatheTimer)
breatheTimer = setTimeout(
() => BREATHE_TL.timeScale(1),
BREATHING_ROOM * 1000
)
// Open eyes back up
SIMMER_EYES.reverse()
}
const POUND = () => {
const ACTIVE_SIDE = STATE.SIDE
const FOREARM =
ACTIVE_SIDE === SIDES.LEFT ? HULK_FOREARM_LEFT : HULK_FOREARM_RIGHT
const ARM = ACTIVE_SIDE === SIDES.LEFT ? HULK_ARM_LEFT : HULK_ARM_RIGHT
const SMASH_SOUND =
ACTIVE_SIDE === SIDES.LEFT ? SOUNDS.SMASHES[0] : SOUNDS.SMASHES[1]
const COEFFICIENT = ACTIVE_SIDE === SIDES.LEFT ? -1 : 1
set([HULK_ARM_LEFT, HULK_ARM_RIGHT, HULK_FOREARM_LEFT, HULK_FOREARM_RIGHT], {
rotate: 0,
})
POUND_TL = new timeline({
onStart: () => {
STATE.SIDE = ACTIVE_SIDE === SIDES.LEFT ? SIDES.RIGHT : SIDES.LEFT
STATE.SMASHES += 1
if (STATE.SMASHES > 10 && !STATE.SWEATING) {
STATE.SWEATING = true
BREATHE_TL.timeScale(10)
SWEAT_TL.play()
}
},
onComplete: () => {
SMASH_SOUND.play()
set(
[HULK_ARM_LEFT, HULK_ARM_RIGHT, HULK_FOREARM_LEFT, HULK_FOREARM_RIGHT],
{ rotate: 0 }
)
LIKE_LABEL.innerHTML = parseInt(LIKE_LABEL.innerHTML, 10) + 1
BUTTON_SMASH_TL.restart()
FRAGMENT()
if (STATE.SMASHING) {
POUND()
}
},
})
.to(
ARM,
{
repeat: 1,
yoyo: true,
duration: SMASH_SPEED,
rotate: 15 * COEFFICIENT,
},
0
)
.to(
FOREARM,
{
repeat: 1,
yoyo: true,
duration: SMASH_SPEED,
rotate: 25 * COEFFICIENT,
},
0
)
return POUND_TL
}
const ACTION = () => {
if (!STATE.READY) {
JUMP()
}
if (
STATE.READY &&
!STATE.SMASHING &&
((POUND_TL && POUND_TL.progress() === 1) || !POUND_TL)
) {
STATE.SMASHING = true
if (walkOut) clearTimeout(walkOut)
if (BLINK_TL) {
BLINK_TL.kill()
}
HEAD_SHAKE_TL.play()
SIMMER_EYES.play()
if (breatheTimer) clearTimeout(breatheTimer)
BREATHE_TL.timeScale(6)
LIKE_BUTTON.addEventListener('mouseup', CANCEL_ACTION)
POUND()
}
}
const LAND = () => {
new timeline({
repeat: 9,
yoyo: true,
onStart: () => {
SOUNDS.LAND.play()
set(CRACKS, { display: 'block' })
},
onComplete: () => {
LIKE_BUTTON.removeAttribute('disabled')
STATE.READY = true
// Remove click and add mousedown listener
LIKE_BUTTON.removeEventListener('click', ACTION)
LIKE_BUTTON.addEventListener('mousedown', ACTION)
// On land, start the inactivity timer in case we don't smash
startInactiveTimer()
},
})
.to(CONTAINER, {
duration: LAND_LOOP_SPEED,
y: '+=4',
x: '-=2',
})
.to(CONTAINER, {
duration: LAND_LOOP_SPEED,
y: '-=2',
x: '+=4',
})
.to(CONTAINER, {
duration: LAND_LOOP_SPEED,
y: '+=3',
x: '-=1',
})
.to(CONTAINER, {
duration: LAND_LOOP_SPEED,
y: 0,
x: 0,
})
}
LIKE_BUTTON.addEventListener('click', ACTION)
Also see: Tab Triggers