microstate
Skill7 starsChanged 10 months agoMITView on GitHub
Deep component state orchestration with state machines. Use for complex interactive components - buttons with idle/hover/active/loading/success/error states, form fields, toggles, accordions - defining valid transitions and state-specific animations.
In this repository87 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- motion-designSkill
- 3d-transformsSkill
- accessibilitySkill
- android-nativeSkill
- animation-recipesSkill
- anticipationSkill
- arc-motionSkill
- attention-choreographySkill
- attentionSkill
- audio-reactiveSkill
- blurSkill
- brand-animationSkill
- cameraSkill
- characterSkill
- choice-resolutionSkill
- cinematicSkill
- code-generationSkill
- colorSkill
- component-animationsSkill
- compositingSkill
- consequenceSkill
- container-transformSkill
- css-advancedSkill
- data-visualizationSkill
- depthSkill
- distortionSkill
- dramaturgySkill
- durationSkill
- easingSkill
- emotional-journeySkill
- emotion-mappingSkill
- emotion-selectionSkill
- empty-statesSkill
- entrance-patternsSkill
- exaggerationSkill
- exit-patternsSkill
- exportSkill
- figma-integrationSkill
- follow-throughSkill
- frame-timingSkill
- gesture-motionSkill
- glow-shadowSkill
- intentSkill
- ios-nativeSkill
- loading-statesSkill
- loopingSkill
- lottieSkill
- masksSkill
- morphingSkill
- motion-auditSkill
- motion-blurSkill
- motion-principlesSkill
- motion-specsSkill
- narrative-arcSkill
- notificationsSkill
- onboardingSkill
- opacitySkill
- orchestratorSkill
- particlesSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 1 is distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 534
When multiple state changes compete:
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Microstate
Component-level state machine orchestration. Define granular states, valid transitions, and state-specific motion for interactive UI components.
Standards Reference
| Standard | Documentation |
| W3C DTCG | designtokens.org |
| XState | State machine patterns |
| Material Design 3 | m3.material.io/styles/motion |
| ARIA | State management for accessibility |
Quick Reference
Load from: tokens/microstate.tokens.json
Core States
| State | Visual Profile | Motion | Stable? |
| idle | Base appearance | None | Yes |
| hover | +2% scale, 8% state layer | 100ms | No |
| focus | Focus ring | 50ms | No |
| active | -2% scale, 12% state layer | 50ms | No |
| disabled | 38% opacity | None | Yes |
| loading | 70% opacity, pulse | 1200ms loop | No |
| success | Green, checkmark | 300ms spring | Transient |
| error | Red, shake | 400ms | Needs resolution |
| selected | Accent background | 150ms | Yes |
| dragging | +5% scale, elevated | Follow pointer | No |
State Machine Pattern
┌─────────────────────────────────┐
│ │
┌──────────▼───────────┐ │
┌───►│ IDLE │◄────────────────────┤
│ └──────────┬───────────┘ │
│ │ pointerenter │
│ ┌──────────▼───────────┐ │
│ │ HOVER │──────┐ │
│ └──────────┬───────────┘ │ │
│ │ pointerdown │ pointerleave │
│ ┌──────────▼───────────┐ │ │
│ │ ACTIVE │──────┼──────────────┘
│ └──────────┬───────────┘ │
│ │ │
│ ┌──────────┼──────────┐ │
│ │ │ │ │
│ ▼ ▼ ▼ │
│ SUCCESS LOADING ERROR │
│ │ │ │ │
│ └──────────┴──────────┴───────┘
│ │
│ │ timeout / dismiss
└───────────────┘Selection Guide
What component type?
├── Button (click action)
│ └── States: idle, hover, focus, active, loading, success, error, disabled
│
├── Form input
│ └── States: empty, focus, filled, error, success, disabled
│
├── Checkbox/Radio
│ └── States: unchecked, hover, focus, active, checked, indeterminate, disabled
│
├── Toggle switch
│ └── States: off, hover-off, on, hover-on, focus, disabled
│
├── Card (interactive)
│ └── States: idle, hover, focus, active, expanded, selected, dragging
│
├── Accordion
│ └── States: collapsed, hover, expanding, expanded, collapsing
│
└── Dropdown
└── States: closed, opening, open, closing, disabledState Implementations
Button State Machine
type ButtonState = 'idle' | 'hover' | 'focus' | 'active' | 'loading' | 'success' | 'error' | 'disabled';
const buttonMachine = {
initial: 'idle',
states: {
idle: {
style: { scale: 1, opacity: 1 },
on: {
POINTER_ENTER: 'hover',
FOCUS: 'focus',
DISABLE: 'disabled'
}
},
hover: {
style: {
scale: 1.02,
boxShadow: '0 2px 8px rgba(0,0,0,0.1)'
},
transition: { duration: 100, ease: 'standard' },
on: {
POINTER_LEAVE: 'idle',
POINTER_DOWN: 'active',
FOCUS: 'focus'
}
},
focus: {
style: { outline: '3px solid var(--focus-ring)' },
transition: { duration: 50 },
parallel: true, // Can coexist with hover
on: {
BLUR: 'idle',
POINTER_DOWN: 'active'
}
},
active: {
style: { scale: 0.98 },
transition: { duration: 50, ease: 'emphasized-accelerate' },
on: {
POINTER_UP: 'idle',
SUBMIT: 'loading',
SUCCESS: 'success',
ERROR: 'error'
}
},
loading: {
style: { opacity: 0.7 },
animation: { type: 'pulse', duration: 1200, repeat: true },
on: {
COMPLETE: 'success',
FAIL: 'error'
}
},
success: {
style: { backgroundColor: 'var(--success)' },
transition: { duration: 200, type: 'spring' },
transient: true,
autoExit: { to: 'idle', delay: 2000 },
on: {}
},
error: {
style: { backgroundColor: 'var(--error)' },
animation: { type: 'shake', duration: 400 },
on: {
DISMISS: 'idle',
RETRY: 'active'
}
},
disabled: {
style: { opacity: 0.38, pointerEvents: 'none' },
on: {
ENABLE: 'idle'
}
}
}
};GSAP Implementation:
class ButtonStateMachine {
constructor(element) {
this.element = element;
this.state = 'idle';
this.setupListeners();
}
transition(newState) {
const fromState = this.state;
const toState = newState;
// Kill any ongoing animations
gsap.killTweensOf(this.element);
// Get transition config
const config = this.getTransitionConfig(fromState, toState);
// Animate
gsap.to(this.element, {
...config.style,
duration: config.duration / 1000,
ease: config.ease
});
// Handle special animations
if (config.animation) {
this.playAnimation(config.animation);
}
// Handle auto-exit
if (config.autoExit) {
setTimeout(() => {
this.transition(config.autoExit.to);
}, config.autoExit.delay);
}
this.state = newState;
}
getTransitionConfig(from, to) {
const transitions = {
'idle-hover': {
style: { scale: 1.02, boxShadow: '0 2px 8px rgba(0,0,0,0.1)' },
duration: 100,
ease: 'power2.out'
},
'hover-idle': {
style: { scale: 1, boxShadow: 'none' },
duration: 150,
ease: 'power2.out'
},
'hover-active': {
style: { scale: 0.98 },
duration: 50,
ease: 'power2.in'
},
'active-success': {
style: { backgroundColor: '#4CAF50', scale: 1.05 },
duration: 200,
ease: 'back.out(2)',
autoExit: { to: 'idle', delay: 2000 }
},
'active-error': {
style: { backgroundColor: '#f44336' },
duration: 150,
animation: { type: 'shake' }
}
};
return transitions[`${from}-${to}`] || { style: {}, duration: 200 };
}
playAnimation(config) {
if (config.type === 'shake') {
gsap.to(this.element, {
x: 10,
duration: 0.08,
repeat: 3,
yoyo: true,
ease: 'power2.inOut'
});
} else if (config.type === 'pulse') {
gsap.to(this.element, {
opacity: 0.6,
duration: 0.6,
repeat: -1,
yoyo: true,
ease: 'sine.inOut'
});
}
}
setupListeners() {
this.element.addEventListener('pointerenter', () => {
if (this.state === 'idle') this.transition('hover');
});
this.element.addEventListener('pointerleave', () => {
if (this.state === 'hover') this.transition('idle');
});
this.element.addEventListener('pointerdown', () => {
if (['idle', 'hover'].includes(this.state)) this.transition('active');
});
this.element.addEventListener('pointerup', () => {
if (this.state === 'active') this.transition('hover');
});
}
}Checkbox State Machine
const checkboxMachine = {
initial: 'unchecked',
states: {
unchecked: {
style: { '--check-scale': 0 },
on: { TOGGLE: 'checking' }
},
checking: {
animation: {
'--check-scale': [0, 1.2, 1],
duration: 150,
ease: 'back.out(2)'
},
autoTransition: { to: 'checked', delay: 150 }
},
checked: {
style: { '--check-scale': 1 },
on: { TOGGLE: 'unchecking' }
},
unchecking: {
animation: {
'--check-scale': [1, 0],
duration: 100,
ease: 'power2.in'
},
autoTransition: { to: 'unchecked', delay: 100 }
}
}
};
// CSS for checkbox
/*
.checkbox-mark {
transform: scale(var(--check-scale, 0));
transform-origin: center;
}
*/Toggle Switch
const toggleMachine = {
initial: 'off',
states: {
off: {
style: {
'--thumb-x': '0%',
'--track-bg': 'var(--neutral)'
},
on: { TOGGLE: 'transitioning-on' }
},
'transitioning-on': {
animation: {
'--thumb-x': ['0%', '100%'],
'--track-bg': ['var(--neutral)', 'var(--primary)'],
duration: 200,
ease: 'spring'
},
autoTransition: { to: 'on', delay: 200 }
},
on: {
style: {
'--thumb-x': '100%',
'--track-bg': 'var(--primary)'
},
on: { TOGGLE: 'transitioning-off' }
},
'transitioning-off': {
animation: {
'--thumb-x': ['100%', '0%'],
'--track-bg': ['var(--primary)', 'var(--neutral)'],
duration: 200,
ease: 'spring'
},
autoTransition: { to: 'off', delay: 200 }
}
}
};Form Input
const inputMachine = {
initial: 'empty',
states: {
empty: {
style: { '--label-y': '50%', '--label-scale': 1 },
on: {
FOCUS: 'focus-empty',
INPUT: 'filled'
}
},
'focus-empty': {
style: {
'--label-y': '0%',
'--label-scale': 0.75,
'--border-color': 'var(--primary)'
},
transition: { duration: 150 },
on: {
BLUR: 'empty',
INPUT: 'focus-filled'
}
},
'focus-filled': {
style: {
'--label-y': '0%',
'--label-scale': 0.75,
'--border-color': 'var(--primary)'
},
on: {
BLUR: 'filled',
CLEAR: 'focus-empty'
}
},
filled: {
style: {
'--label-y': '0%',
'--label-scale': 0.75,
'--border-color': 'var(--neutral)'
},
on: {
FOCUS: 'focus-filled',
CLEAR: 'empty',
VALIDATE_ERROR: 'error',
VALIDATE_SUCCESS: 'success'
}
},
error: {
style: {
'--border-color': 'var(--error)',
'--shake': 1
},
animation: { type: 'shake', duration: 400 },
on: {
FOCUS: 'focus-filled',
INPUT: 'filled'
}
},
success: {
style: { '--border-color': 'var(--success)' },
on: {
FOCUS: 'focus-filled',
INPUT: 'filled'
}
}
}
};Accordion
const accordionMachine = {
initial: 'collapsed',
states: {
collapsed: {
style: {
'--content-height': '0px',
'--icon-rotation': '0deg'
},
on: { TOGGLE: 'expanding' }
},
expanding: {
animation: {
'--content-height': ['0px', 'var(--full-height)'],
'--icon-rotation': ['0deg', '180deg'],
duration: 300,
ease: 'emphasized'
},
autoTransition: { to: 'expanded', delay: 300 }
},
expanded: {
style: {
'--content-height': 'var(--full-height)',
'--icon-rotation': '180deg'
},
on: { TOGGLE: 'collapsing' }
},
collapsing: {
animation: {
'--content-height': ['var(--full-height)', '0px'],
'--icon-rotation': ['180deg', '0deg'],
duration: 250,
ease: 'emphasized-accelerate'
},
autoTransition: { to: 'collapsed', delay: 250 }
}
}
};Framer Motion Implementation
import { motion, AnimatePresence, useReducedMotion } from 'framer-motion';
function StatefulButton({ onClick, children }) {
const [state, setState] = useState<ButtonState>('idle');
const shouldReduceMotion = useReducedMotion();
const variants = {
idle: { scale: 1, opacity: 1 },
hover: { scale: shouldReduceMotion ? 1 : 1.02 },
active: { scale: shouldReduceMotion ? 1 : 0.98 },
loading: { opacity: 0.7 },
success: { backgroundColor: '#4CAF50' },
error: { x: [0, -10, 10, -10, 10, 0] }
};
return (
<motion.button
variants={variants}
animate={state}
onHoverStart={() => setState('hover')}
onHoverEnd={() => setState('idle')}
onTapStart={() => setState('active')}
onTap={async () => {
setState('loading');
try {
await onClick();
setState('success');
setTimeout(() => setState('idle'), 2000);
} catch {
setState('error');
}
}}
transition={{
duration: state === 'error' ? 0.4 : 0.1,
ease: state === 'success' ? [0.34, 1.56, 0.64, 1] : 'easeOut'
}}
>
{children}
</motion.button>
);
}Transition Priorities
When multiple state changes compete:
| Priority | Rule |
| 1 | Interrupt current for error |
| 2 | Queue for loading to success/error |
| 3 | Blend for hover/focus coexistence |
Reduced Motion
For prefers-reduced-motion: reduce:
| Full Motion | Reduced |
| Scale changes | Opacity only |
| Shake animation | Static error indicator |
| Spring transitions | Instant state |
| Hover elevation | Border/outline only |
Cross-References
- See
state-layer/for M3 state layer tokens - See
emotion-mapping/for emotional state profiles - See
consequence/for multi-component state chains - See
accessibility/for ARIA state management
References
references/state-chart-patterns.md— Complete state chart patterns
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

