-------------------------------------------------- | LOGO (top left) MENU (top right) | | | | 🍊 (Animated Splash Explosion) | | | | TASTE THE FUN | | "What’s your Fanta personality?" | | | | [ 🎮 PLAY NOW ] [ 🍹 EXPLORE FLAVORS ] | | | | ↓ Scroll for chaos | --------------------------------------------------
Now let me create this fun, energetic Fanta-inspired landing page with animated splash effects, bold typography, and playful interactions.
Now let me create the splash animation component and the main page:
Now let me create the main page that brings it all together:
I've built you a fun, energetic Fanta-inspired landing page with:
The design captures that youthful, fizzy energy with animated elements throughout - from the pulsing title to the floating bubbles in the splash animation.
Good, I have full context. Now let me build the bubble-tapping mini game component and add it to the page between the hero and flavors sections.
Now let me add it to the page between the hero and the chaos/flavors section:
I've added a full interactive Tap the Bubbles mini game section between the hero and the flavors grid. The game features a 20-second countdown timer, colorful bubbles that float down the play area with varying point values (+1, +2, +3), a combo multiplier system that rewards rapid tapping (3+ pops in quick succession), and pop particle effects on each tap. The idle screen shows a "Win discounts & unlock flavors!" teaser with decorative floating bubbles, and the end screen reveals a "mystery flavor unlocked" reward if the player scores 30+ points, plus a high score tracker that persists across rounds.
The diagnostics show hydration mismatches in the SplashAnimation component because Math.random() is called inline during render, producing different values on server vs client. Let me fix this.
I have the full content in context already. The issue is Math.random() used inline in JSX for texture dots and sparkles positions. I need to pre-generate these values in a useEffect or useState to avoid server/client mismatch.
The hydration mismatch was caused by Math.random() being called inline in JSX during render -- producing different values on the server vs the client. I moved all random value generation (texture dots, sparkles, droplet distances/scales) into useEffect so they're only computed client-side, and added a mounted guard that returns an empty placeholder during SSR to avoid any mismatch.
You can send messages while the preview loads