Interactive
Friday deploy
A deploy key that blows up when you press it: the deploy stalls in the nineties while the key cracks, then it splits along the cracks into a fireball, a shockwave and glass shards that still carry its label, with the production server watching. Roll back and it all plays in reverse until the cracks close
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476'use client';
// A client component: in the App Router (v0, `npx shadcn add`) it runs in the browser. The Pages Router ignores this.
import { type PointerEvent, useEffect, useRef, useState } from 'react';
import { RotateCcwIcon, Volume2Icon, VolumeXIcon } from 'lucide-react';
import { type Blast, createBlast, deployStage } from './blast';
import { BLAST_CONFIG, blastSeconds } from './config';
import { KEY_WIDTH, measureLabels, paintKeycap } from './keycap';
import { Server, type ServerMood } from './server';
import { type Sound, createSound } from './sound';
import styles from './friday-deploy.module.css';
type Phase = 'idle' | 'deploying' | 'blown' | 'rewinding';
const { deployMs: DEPLOY_MS, rewindMs: REWIND_MS } = BLAST_CONFIG;
const BLAST_SECONDS = blastSeconds(BLAST_CONFIG);
// A rollback rewinds from no later than this into the blast, so the shards are still in the air.
const REWIND_FROM = 1.3;
const FLINCH_MS = 650;
// After the shards fly home, the cracks close up again, the newest first.
const HEAL_MS = 640;
// The whine builds over the last part of the deploy, from when the cracks start to glow.
const WHINE_AT = 0.5;
const COMMIT = 'a1f3c9e';
const STATUS: Record<Phase, { text: string; tone: 'ok' | 'busy' | 'down' }> = {
idle: { text: 'production · healthy', tone: 'ok' },
deploying: { text: `deploying ${COMMIT}…`, tone: 'busy' },
blown: { text: 'production · 502 bad gateway', tone: 'down' },
rewinding: { text: `git revert ${COMMIT}`, tone: 'busy' }
};
const easeInOutCubic = (v: number) => (v < 0.5 ? 4 * v * v * v : 1 - Math.pow(-2 * v + 2, 3) / 2);
/**
* A deploy key that blows up when you press it, after the "Hex" landing page's option key. The
* deploy runs, its progress stalls in the nineties, and the key cracks: a crack right across it,
* then a few more. The pieces pull apart along the
* cracks, and it bursts into a fireball and a shockwave, the pieces flying as glass shards that
* still carry the label. A little server, production itself, watches. Roll back and the blast
* plays in reverse until the pieces meet, then the cracks close up and the key is whole again.
*/
export default function FridayDeploy() {
const rootRef = useRef<HTMLDivElement>(null);
const sceneRef = useRef<HTMLDivElement>(null);
const backRef = useRef<HTMLCanvasElement>(null);
const frontRef = useRef<HTMLCanvasElement>(null);
const keyRef = useRef<HTMLButtonElement>(null);
const rollbackRef = useRef<HTMLButtonElement>(null);
const serverRef = useRef<HTMLDivElement>(null);
// Where the server's eyes are, measured on the first pointer move after each layout change, so
// moving the pointer never forces a layout.
const eyesRef = useRef<{ x: number; y: number } | null>(null);
const soundRef = useRef<Sound | null>(null);
const progressRef = useRef<HTMLDivElement>(null);
const percentRef = useRef<HTMLSpanElement>(null);
const fillRef = useRef<HTMLSpanElement>(null);
const controls = useRef({ deploy: () => {}, rollback: () => {} });
const [phase, setPhase] = useState<Phase>('idle');
const [flinch, setFlinch] = useState(false);
const [muted, setMuted] = useState(false);
useEffect(() => {
const root = rootRef.current;
const scene = sceneRef.current;
const back = backRef.current;
const front = frontRef.current;
const key = keyRef.current;
const backCtx = back?.getContext('2d');
const frontCtx = front?.getContext('2d');
if (!root || !scene || !back || !front || !key || !backCtx || !frontCtx) return;
const sound = createSound();
soundRef.current = sound;
const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)');
// Everything the frame loop reads lives here, out of React state, so frames never re-render.
const state = {
phase: 'idle' as Phase,
start: 0,
raf: 0,
t: 0,
from: 0,
jumped: false,
blast: null as Blast | null,
center: { x: 0, y: 0 },
scale: 1,
deploys: 0,
heat: '',
percent: -1,
whining: false,
cracks: 0
};
let dpr = 1;
let flinchTimer = 0;
// The key's box on the canvases, to the fraction of a pixel, at rest: less any press of a click
// still easing out.
const keyBox = () => {
const box = key.getBoundingClientRect();
const origin = scene.getBoundingClientRect();
const pressed = getComputedStyle(key).translate;
const [tx = 0, ty = 0] = pressed === 'none' ? [] : pressed.split(' ').map(parseFloat);
return {
x: box.left - origin.left - tx + box.width / 2,
y: box.top - origin.top - ty + box.height / 2,
width: box.width,
height: box.height
};
};
const resize = () => {
const rect = root.getBoundingClientRect();
dpr = Math.min(window.devicePixelRatio || 1, 2);
for (const canvas of [back, front]) {
canvas.width = Math.round(rect.width * dpr);
canvas.height = Math.round(rect.height * dpr);
}
eyesRef.current = null;
if (state.blast) {
const { x, y } = keyBox();
state.center = { x, y };
state.blast.moveTo(state.center.x, state.center.y);
}
};
const observer = new ResizeObserver(resize);
observer.observe(root);
const clear = () => {
for (const ctx of [backCtx, frontCtx]) {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, back.width, back.height);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
}
};
const enter = (next: Phase) => {
state.phase = next;
setPhase(next);
};
// Style writes only when the value changes: an unchanged write still costs a style recalc.
const setHeat = (value: string) => {
if (value === state.heat) return;
state.heat = value;
root.style.setProperty('--heat', value);
};
const paint = (t: number, flash: number, appear: number) => {
const blast = state.blast!;
backCtx.globalAlpha = appear;
frontCtx.globalAlpha = appear;
blast.drawBack(backCtx, t);
blast.drawFront(frontCtx, t, flash);
backCtx.globalAlpha = 1;
frontCtx.globalAlpha = 1;
setHeat((blast.heat(t) * appear).toFixed(2));
};
// The progress bar is written straight to the DOM: React never renders a frame of it.
const setProgress = (progress: number) => {
const percent = Math.floor(progress * 100);
if (percent === state.percent) return;
state.percent = percent;
if (fillRef.current) fillRef.current.style.scale = `${progress} 1`;
if (percentRef.current) percentRef.current.textContent = `${percent}%`;
progressRef.current?.setAttribute('aria-valuenow', String(percent));
};
const boom = (now: number) => {
key.style.opacity = '0';
state.start = now;
state.t = 0;
enter('blown');
sound.boom();
setFlinch(true);
window.clearTimeout(flinchTimer);
flinchTimer = window.setTimeout(() => setFlinch(false), FLINCH_MS);
};
const step = (now: number) => {
state.raf = 0;
clear();
const blast = state.blast!;
if (state.phase === 'deploying') {
const u = Math.min(1, (now - state.start) / DEPLOY_MS);
const stage = deployStage(u);
setProgress(stage.progress);
if (u >= WHINE_AT && !state.whining) {
state.whining = true;
sound.charge(((1 - WHINE_AT) * DEPLOY_MS) / 1000);
}
const started = blast.cracksStarted(stage.cracks);
if (started > state.cracks) {
state.cracks = started;
sound.crack();
}
// From the first crack the key is drawn in pieces, so the page's key goes in the same frame.
if (stage.cracks > 0) {
key.style.opacity = '0';
blast.drawBreaking(frontCtx, stage);
}
if (u >= 1) {
boom(now);
paint(0, 1, 1);
}
} else if (state.phase === 'blown') {
const t = (now - state.start) / 1000;
state.t = t;
if (t >= BLAST_SECONDS) {
setHeat('0.00');
return;
}
paint(t, 1, 1);
} else if (state.phase === 'rewinding') {
const elapsed = now - state.start;
if (elapsed < REWIND_MS) {
// If the blast had already faded, bring it back in over the first moments of the rewind.
const q = elapsed / REWIND_MS;
const appear = state.jumped ? Math.min(1, q / 0.15) : 1;
paint(state.from * (1 - easeInOutCubic(q)), 0.45, appear);
} else {
// The pieces close together and the cracks close up, the newest first. The key is drawn
// exactly as the page's, which takes over in the same frame once it's whole.
setHeat('0.00');
const h = Math.min(1, (elapsed - REWIND_MS) / HEAL_MS);
if (h >= 1) {
key.style.opacity = '';
state.blast = null;
enter('idle');
return;
}
blast.drawBreaking(frontCtx, {
progress: 1,
cracks: 1 - easeInOutCubic(Math.min(1, h / 0.85)),
split: 1 - easeInOutCubic(Math.min(1, h / 0.4))
});
}
} else {
return;
}
state.raf = requestAnimationFrame(step);
};
const run = () => {
if (!state.raf) state.raf = requestAnimationFrame(step);
};
controls.current.deploy = () => {
if (state.phase !== 'idle') return;
sound.wake();
if (reducedMotion.matches) {
key.style.opacity = '0';
enter('blown');
return;
}
const { x, y, width, height } = keyBox();
state.center = { x, y };
state.scale = width / KEY_WIDTH;
// The first blast is exactly the tuned one; each one after breaks the key differently. It is
// made now, because the cracks are the lines it breaks along.
const config = { ...BLAST_CONFIG, seed: BLAST_CONFIG.seed + state.deploys++ };
state.blast = createBlast({
...state.center,
width,
height,
texture: paintKeycap(width, height, dpr, measureLabels(key)),
config
});
state.start = performance.now();
state.percent = -1;
state.whining = false;
state.cracks = 0;
enter('deploying');
run();
};
controls.current.rollback = () => {
if (state.phase !== 'blown') return;
sound.wake();
if (!state.blast) {
key.style.opacity = '';
enter('idle');
return;
}
state.from = Math.min(state.t, REWIND_FROM);
state.jumped = state.t > REWIND_FROM;
state.start = performance.now();
enter('rewinding');
sound.rewind(REWIND_MS / 1000);
run();
};
return () => {
cancelAnimationFrame(state.raf);
window.clearTimeout(flinchTimer);
observer.disconnect();
sound.dispose();
soundRef.current = null;
};
}, []);
// Enter deploys, then Enter (or R) rolls back, unless focus is somewhere else on the page. On the
// block's own buttons Enter is left to the button. Never in the inert thumbnail on the blocks list.
useEffect(() => {
const onKey = (event: KeyboardEvent) => {
const root = rootRef.current;
if (
!root ||
root.closest('[inert]') ||
event.metaKey ||
event.ctrlKey ||
event.altKey ||
event.repeat
)
return;
const active = document.activeElement;
const inside = !!active && root.contains(active);
if (active && active !== document.body && !inside) return;
if (event.key === 'Enter' && !(active instanceof HTMLButtonElement)) {
event.preventDefault();
controls.current.deploy();
controls.current.rollback();
} else if (event.key === 'r' || event.key === 'R') {
controls.current.rollback();
}
};
window.addEventListener('keydown', onKey);
return () => window.removeEventListener('keydown', onKey);
}, []);
// Keep focus on whichever button is on screen, carried across the phases where neither is.
const focusInside = useRef(false);
useEffect(() => {
const root = rootRef.current;
if (!root) return;
const inside = root.contains(document.activeElement) || focusInside.current;
focusInside.current = false;
if (!inside) return;
if (phase === 'blown') rollbackRef.current?.focus({ preventScroll: true });
else if (phase === 'idle') keyRef.current?.focus({ preventScroll: true });
else focusInside.current = true;
}, [phase]);
const onPointerMove = (event: PointerEvent<HTMLDivElement>) => {
const server = serverRef.current;
if (!server) return;
if (!eyesRef.current) {
const rect = server.getBoundingClientRect();
eyesRef.current = { x: rect.left + rect.width / 2, y: rect.top + rect.height * 0.35 };
}
const dx = event.clientX - eyesRef.current.x;
const dy = event.clientY - eyesRef.current.y;
const distance = Math.hypot(dx, dy) || 1;
// Full deflection from 220px away; closer than that the eyes turn only part of the way.
const reach = Math.min(1, distance / 220) / distance;
server.style.setProperty('--lx', (dx * reach).toFixed(2));
server.style.setProperty('--ly', (dy * reach).toFixed(2));
};
const onPointerLeave = () => {
serverRef.current?.style.setProperty('--lx', '0');
serverRef.current?.style.setProperty('--ly', '0');
};
const toggleSound = () => {
if (muted) soundRef.current?.enable();
else soundRef.current?.disable();
setMuted(!muted);
};
const mood: ServerMood =
phase === 'idle' ? 'idle' : phase === 'blown' ? (flinch ? 'flinch' : 'stunned') : 'alarmed';
const status = STATUS[phase];
return (
<div
ref={rootRef}
className={styles.root}
data-phase={phase}
onPointerMove={onPointerMove}
onPointerLeave={onPointerLeave}
>
<div ref={sceneRef} className={styles.scene}>
<canvas ref={backRef} className={styles.canvas} aria-hidden />
<div className={styles.status} data-tone={status.tone} role="status">
<span className={styles.dot} />
{status.text}
</div>
<button
type="button"
className={styles.soundToggle}
onClick={toggleSound}
aria-pressed={!muted}
aria-label={muted ? 'Turn sound on' : 'Turn sound off'}
>
{muted ? <VolumeXIcon size={16} /> : <Volume2Icon size={16} />}
</button>
<div className={styles.stage}>
<Server ref={serverRef} mood={mood} smoking={phase === 'blown'} />
<button
ref={keyRef}
type="button"
className={styles.key}
onClick={() => controls.current.deploy()}
aria-disabled={phase !== 'idle'}
aria-label="Deploy to production"
>
<span className={styles.face}>
<span className={styles.glyph} data-key-glyph aria-hidden>
⏎
</span>
<span className={styles.label} data-key-label>
deploy
</span>
</span>
</button>
<div className={styles.action}>
{phase === 'deploying' ? (
<div
ref={progressRef}
className={styles.progress}
role="progressbar"
aria-label={`Deploying ${COMMIT}`}
aria-valuemin={0}
aria-valuemax={100}
>
<span className={styles.progressText}>
Deploying <span ref={percentRef}>0%</span>
</span>
<span className={styles.track}>
<span ref={fillRef} className={styles.fill} />
</span>
</div>
) : phase === 'blown' ? (
<button
ref={rollbackRef}
type="button"
className={styles.rollback}
onClick={() => controls.current.rollback()}
>
<RotateCcwIcon size={14} strokeWidth={2.2} />
Roll back
<kbd>⏎</kbd>
</button>
) : (
<p className={styles.hint}>
{phase === 'idle' ? (
<>
<span className={styles.desktopOnly}>
Click or press <kbd>⏎</kbd>
</span>
<span className={styles.touchOnly}>Tap</span> to deploy
</>
) : (
'Rolling back…'
)}
</p>
)}
</div>
<h2 className={styles.title}>Never deploy on a Friday.</h2>
</div>
<canvas ref={frontRef} className={styles.canvas} aria-hidden />
</div>
</div>
);
}