I’ve always been fascinated with how much we can do with just HTML and CSS. The new interactive features of the Popover API are yet another example of just how far we can get with those two languages alone.

You may have seen other tutorials out there showing off what the Popover API can do, but this is more of a beating-it-mercilessly-into-submission kind of article. We’ll add a little more pop ~~music~~ to the mix, like with balloons… some literal “pop” if you will.

What I’ve done is make a game — using only HTML and CSS, of course — leaning on the Popover API. You’re tasked with popping as many balloons as possible in under a minute. But be careful! Some balloons are (as Gollum would say) “tricksy” and trigger more balloons.

I have cleverly called it Pop(over) the Balloons and we’re going to make it together, step by step. When we’re done it’ll look something like (OK, exactly like) this:

CodePen Embed FallbackHandling the popover attributeAny element can be a popover as long as we fashion it with the popover attribute:

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...

`` We don’t even have to supplypopoverwith a value. By default,popover‘s initial value isauto` and uses what the spec calls “light dismiss.” That means the popover can be closed by clicking anywhere outside of it. And when the popover opens, unless they are nested, any other popovers on the page close. Auto popovers are interdependent like that.

The other option is to set popover to a manual value:

```

...

`` …which means that the element is manually opened and closed — we literally have to click a specific button to open and close it. In other words,manual` creates an ornery popup that only closes when you hit the correct button and is completely independent of other popovers on the page.

CodePen Embed FallbackUsing the <details> element as a starterOne of the challenges of building a game with the Popover API is that you can’t load a page with a popover already open… and there’s no getting around that with JavaScript if our goal is to build the game with only HTML and CSS.

Enter the <details> element. Unlike a popover, the <details> element can be open by default:

```

`` If we pursue this route, we’re able to show a bunch of buttons (balloons) and “pop” all of them down to the very last balloon by closing the

. In other words, we can plop our starting balloons in an open
` element so they are displayed on the page on load.

This is the basic structure I’m talking about:

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🎈

`` In this way, we can click on the balloon in

to close the
and “pop” all of the button balloons, leaving us with one balloon (the` at the end (which we’ll solve how to remove a little later).

You might think that <dialog> would be a more semantic direction for our game, and you’d be right. But there are two downsides with <dialog> that won’t let us use it here:

  1. The only way to close a <dialog> that’s open on page load is with JavaScript. As far as I know, there isn’t a close <button> we can drop in the game that will close a <dialog> that’s open on load.
  2. <dialog>s are modal and prevent clicking on other things while they’re open. We need to allow gamers to pop balloons outside of the <dialog> in order to beat the timer.

Thus we will be using a <details open> element as the game’s top-level container and using a plain ol’ <div> for the popups themselves, i.e. <div popover>.

All we need to do for the time being is make sure all of these popovers and buttons are wired together so that clicking a button opens a popover. You’ve probably learned this already from other tutorials, but we need to tell the popover element that there is a button it needs to respond to, and then tell the button that there is a popup it needs to open. For that, we give the popover element a unique ID (as all IDs should be) and then reference it on the <button> with a popovertarget attribute:

```

🎈

Level 1 Popup

``` This is the idea when everything is wired together:

CodePen Embed FallbackOpening and closing popoversThere’s a little more work to do in that last demo. One of the downsides to the game thus far is that clicking the <button> of a popup opens more popups; click that same <button> again and they disappear. This makes the game too easy.

We can separate the opening and closing behavior by setting the popovertargetaction attribute (no, the HTML spec authors were not concerned with brevity) on the <button>. If we set the attribute value to either show or hide, the <button> will only perform that one action for that specific popover.

```

🎈

Level 1 Popup

`` Note, that I’ve added a new