--- name: press-release-spring description: Tactile button press with linear compression, spring-based elastic recovery, and layered visual feedback (shadow shrink + release burst + background glow). metadata: tags: spring, press, interaction, button, physics, glow, burst, ui --- # Press-Release Spring Chain Separates input (linear compression) from output (spring recovery) to create tactile feel. The overshoot is a natural byproduct of the spring config, not manually coded. Pairs with secondary motion (shadow shrink, release burst, background glow) layered on the same trigger frame. ## How It Works Two distinct phases split at the **release** moment: 1. **Press**: linear ease → compression (`scale: 1 → PRESS_SCALE`, shadow shrinks). Linear, not spring — the dip must read as instant/tactile, not squishy. 2. **Release**: `back.out(${BOUNCE_FACTOR})` spring → elastic pop back to `1.0` (overshoot proportional to `BOUNCE_FACTOR`). Optional burst glow ring expands behind the button; optional background environmental glow fades in. State continuity is critical: the release tween's start value MUST equal the press tween's end value, or the spring snaps to a different position. GSAP threads this automatically when both tweens target the same property at adjacent positions on the same timeline. ## HTML ```html
``` ## CSS ```css .scene { position: relative; width: 100%; height: 100%; display: grid; place-items: center; background: {bgColor}; } .press-stage { position: relative; display: grid; place-items: center; } .btn { position: relative; z-index: 2; /* Visual weight: ≥4% of canvas for the press to read on a 1080p frame */ width: BTN_WIDTH; height: BTN_HEIGHT; background: {btnBg}; border: none; border-radius: BTN_RADIUS; font-family: {font}; font-weight: 900; font-size: BTN_FONT_SIZE; letter-spacing: BTN_LETTER_SPACING; color: {btnTextColor}; text-transform: uppercase; /* Anchor compression on the center — see Critical Constraints */ transform-origin: 50% 50%; /* Initial floating shadow — large + diffuse */ box-shadow: {btnRestShadow}; } .burst { /* Sits BEHIND the button, same footprint */ position: absolute; z-index: 1; inset: 0; width: BTN_WIDTH; height: BTN_HEIGHT; background: {burstGradient}; filter: blur(BURST_BLUR); opacity: 0; transform: scale(1); pointer-events: none; } .bg-glow { /* Full-stage radial — extends beyond the stage with negative inset */ position: absolute; inset: BG_GLOW_INSET; background: {bgGlowGradient}; opacity: 0; pointer-events: none; } ``` ## GSAP Timeline ```html ``` ## Variations ### Subtle press (status save / muted CTA) Less compression, gentler overshoot, smaller burst. `PRESS_SCALE` toward the high end of its range (~0.96), `BOUNCE_FACTOR` toward the low end (~1.4), `BURST_PEAK_SCALE` and `BURST_PEAK_OPACITY` reduced. ### Dramatic press (hero CTA / "ship it" moment) Deeper compression, more overshoot, larger burst. `PRESS_SCALE` toward the low end (~0.88), `BOUNCE_FACTOR` toward the high end (~2.5), `BURST_PEAK_SCALE` and `BURST_PEAK_OPACITY` maxed. ### Color shift during press Darken the button mid-press, return on release. Same timeline positions as the scale tweens — interpolated `backgroundColor` on `#btn`. State continuity rule still applies: the release-color tween's start equals the press-color tween's end. ```js tl.to("#btn", { backgroundColor: "{btnPressedColor}", duration: PRESS_DUR }, PRESS_START); tl.to("#btn", { backgroundColor: "{btnRestColor}", duration: RELEASE_DUR }, RELEASE_START); ``` ### State change at release (approve / confirm pattern) When the press signals confirmation, swap the button's resting color to a success token at `RELEASE_START` (instead of returning to `{btnRestColor}`), then pop a checkmark via a separate `back.out(${CHECK_BOUNCE})` tween at the same position. The button is now in its terminal state — no further presses expected. ```js tl.to("#btn", { backgroundColor: "{successColor}", duration: RELEASE_DUR }, RELEASE_START); tl.to( ".btn-check", { scale: 1, duration: CHECK_POP_DUR, ease: `back.out(${CHECK_BOUNCE})` }, RELEASE_START, ); ``` ## How to Choose Values ### Geometry - **BTN_WIDTH / BTN_HEIGHT** — button footprint. - Range: button area ≥ 3-5% of canvas (a 320×68 button at 1080p is ~1% and reads as visually insignificant) - Effects: smaller → press barely reads; larger → press dominates the frame - Constraints: `BTN_WIDTH × BTN_HEIGHT / (canvasW × canvasH) ≥ 0.03` - **BTN_RADIUS** — corner radius. - Range: `BTN_HEIGHT × 0.15` (sharp/modern) → `BTN_HEIGHT / 2` (pill) - **BTN_FONT_SIZE / BTN_LETTER_SPACING** — typographic weight. - Range: `BTN_FONT_SIZE ≈ BTN_HEIGHT × 0.4-0.5`; letter-spacing 4-10 px reads as "actionable label" ### Press dynamics - **PRESS_SCALE** — compression depth. - Range: 0.88 (dramatic) → 0.92 (default) → 0.96 (subtle) - Effects: lower → more tactile / weightier; higher → barely-there acknowledgment - Constraints: never <0.85 (button feels broken) or >0.98 (no perceptible dip) - **PRESS_DUR** — compression duration. - Range: 0.10-0.30 s - Effects: shorter → snappier / "instant-feeling"; longer → slow squish - Constraints: shorter than `RELEASE_DUR` (input is faster than spring recovery) - **RELEASE_DUR** — spring recovery duration. - Range: 0.40-0.90 s - Effects: shorter → tight pop; longer → loose, wobbly settle - **BOUNCE_FACTOR** — `back.out(BOUNCE_FACTOR)` overshoot strength. - Range: 1.4 (soft) → 2.0 (firm pop) → 2.8 (cartoony) - Effects: low end barely overshoots; high end reads as cartoonish; tune by feel - Alternative: switch to `elastic.out(amplitude, period)` for a rubbery oscillation instead of a single overshoot - **PRESS_START / RELEASE_START** — timeline positions. - Constraints: `RELEASE_START = PRESS_START + PRESS_DUR` (state continuity — see Critical Constraints) ### Burst glow - **BURST_PEAK_SCALE** — radial pop max scale. - Range: 3 (subtle) → 6 (default) → 8 (dramatic) - Constraints: ≤ ~8 — beyond that the radial gradient pixelates visibly - **BURST_PEAK_OPACITY** — burst max opacity. - Range: 0.4 (subtle) → 0.8 (default) → 1.0 (dramatic) - **BURST_GROW_DUR / BURST_FADE_DUR** — grow vs. fade timing. - Range: 0.4-0.7 s each; default grow ≈ fade - **BURST_BLUR** — gaussian blur on the burst layer. - Range: 40-100 px; smaller reads as a hard ring, larger as ambient haze ### Background glow - **BG_GLOW_PEAK_OPACITY** — peak environmental glow. - Range: 0.1 (subtle) → 0.25 (default) → 0.45 (dramatic) - Constraints: ≤ 0.45 — higher washes the whole composition - **BG_GLOW_FADE_DUR** — fade-in duration. - Range: 0.6-1.0 s - **BG_GLOW_INSET** — negative inset so the radial extends past the stage edges. - Range: typically `-300` to `-500` px on a 1920×1080 canvas ### Optional "approve" variation - **CHECK_BOUNCE** — checkmark pop overshoot. - Range: 1.4-2.0; firmer than the button's main `BOUNCE_FACTOR` to read as a punctuating "stamp" - **CHECK_POP_DUR** — checkmark scale-up duration. - Range: 0.3-0.6 s ### Tokens - **{btnBg} / {btnRestColor} / {btnPressedColor}** — primary button surface; pressed darker than rest - **{btnRestShadow} / {btnPressedShadow}** — rest shadow is large + diffuse; pressed is small + tight (the button "sinks toward the surface") - **{burstGradient}** — radial; saturated near center, fading to transparent (color should be darker + more saturated than `{btnBg}` — same-color glow looks washed out) - **{bgGlowGradient}** — full-stage radial, low-opacity tint of `{btnBg}`'s hue family - **{successColor}** — confirmation green / brand-success for the approve variation ## Key Principles - **State continuity** — release start value MUST exactly match press end value. With a GSAP timeline, the first tween's end value automatically becomes the second tween's start when they target the same property at adjacent times. - **Visual weight** — button area should be **≥3-5% of canvas**. Smaller and the press reads as visually insignificant. - **Linear press, spring release** — the compression is `power1.in/out`, the recovery is `back.out`. Both spring → squishy; both linear → mechanical / no overshoot punch. - **Anchor compression on center** — `transform-origin: 50% 50%` (default). Otherwise the button collapses asymmetrically. - **Burst behind, not in front** — burst `z-index: 1`, button `z-index: 2`. If burst sits in front, it occludes the button at peak opacity. - **Glow color darker + more saturated than element** — bright surface → dark, saturated glow. Same-color glow looks washed out. - **Don't tween `boxShadow` and `filter` together on the same element** — they compete in the layout pipeline; pick one. Shadow on the button, blur on a separate burst layer. - **Climax beats need dwell time** — after the burst peak + label/wordmark reveal, the composition must run for **≥1s more** (≥2s for "dramatic" variants) before ending. A reveal at `t=DURATION−0.2s` reads as "flashed and gone." ## Critical Constraints - **Timeline must be paused**: `gsap.timeline({ paused: true })` - **Registry key = `data-composition-id`** - **No CSS `transition`** on the button — those interpolate independently of HF seek and cause flicker - **`will-change: transform`** if the button compounds with other animation layers - **`RELEASE_START = PRESS_START + PRESS_DUR`** — adjacency on the same property is what makes state continuity automatic; gap or overlap breaks it - **Burst max scale ≤ ~8** — beyond that the radial gradient pixelates visibly - **Background glow `opacity ≤ 0.45`** — higher and it washes the whole composition - **GSAP transform aliases only**: `x`, `y`, `scale`, `rotation`. Never tween `width` / `height` / `left` / `top`. ## Combinations - [sine-wave-loop.md](sine-wave-loop.md) — idle micro-float on the button BEFORE the press (slight breathing, sells "ready") - [center-outward-expansion.md](center-outward-expansion.md) — burst of badges outward synced to the press release - [cursor-click-ripple.md](cursor-click-ripple.md) — cursor click that triggers the press ## Pairs with HF skills - `/hyperframes-animation` — `back.out` ease + multi-tween coordination - `/hyperframes-core` — composition wiring - `/hyperframes-cli` — `hyperframes lint`