combat-ui-pattern-a

Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

242 stars

Best use case

combat-ui-pattern-a is best used when you need a repeatable AI agent workflow instead of a one-off prompt. It is especially useful for teams working in multi. Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

Users should expect a more consistent workflow output, faster repeated execution, and less time spent rewriting prompts from scratch.

Practical example

Example input

Use the "combat-ui-pattern-a" skill to help with this workflow task. Context: Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

Example output

A structured workflow result with clearer steps, more consistent formatting, and an output that is easier to reuse in the next run.

When to use this skill

  • Use this skill when you want a reusable workflow rather than writing the same prompt again and again.

When not to use this skill

  • Do not use this when you only need a one-off answer and do not need a reusable workflow.
  • Do not use it if you cannot install or maintain the related files, repository context, or supporting tools.

Installation

Claude Code / Cursor / Codex

$curl -o ~/.claude/skills/combat-ui-pattern-a/SKILL.md --create-dirs "https://raw.githubusercontent.com/aiskillstore/marketplace/main/skills/cesaraugustusgrob/combat-ui-pattern-a/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/combat-ui-pattern-a/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How combat-ui-pattern-a Compares

Feature / Agentcombat-ui-pattern-aStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/A

Frequently Asked Questions

What does this skill do?

Implement Split-Panel Combat UI (Pattern A) for SHINOBI WAY game. Use when user wants to create the horizontal confrontation combat layout, character panels, action dock, phase header, VS divider, or any component from the Pattern A combat UI system. Guides through component creation following the established architecture.

Where can I find the source code?

You can find the source code on GitHub using the link provided at the top of the page.

SKILL.md Source

# Combat UI Pattern A - Split-Panel Implementation

This skill guides implementation of the Split-Panel Combat UI, transforming the vertical theater mode into a horizontal confrontation layout.

## Architecture Overview

```
┌───────────────────────────────────────────────────┐
│  TURN INDICATOR  │  PHASE PIPELINE  │  MODIFIERS  │  ← PhaseHeader
├──────────────────┴───────┬───────────┴────────────┤
│                          │                        │
│     PLAYER PANEL         │     ENEMY PANEL        │  ← ConfrontationZone
│     (CharacterPanel)     │     (CharacterPanel)   │
│                          │                        │
├──────────────────────────┴────────────────────────┤
│  QUICK ACTIONS (SIDE/TOGGLE)  │   MAIN ACTIONS    │  ← ActionDock
└───────────────────────────────┴───────────────────┘
```

## Component Hierarchy

```
Combat.tsx (scene orchestrator)
├── CombatLayout.tsx (CSS Grid container)
│   ├── PhaseHeader.tsx (top status bar)
│   │   ├── TurnIndicator
│   │   ├── PhasePipeline
│   │   ├── SideActionCounter
│   │   └── ApproachModifier
│   │
│   ├── ConfrontationZone.tsx (battle area)
│   │   ├── CharacterPanel.tsx (player variant)
│   │   │   ├── CharacterSprite
│   │   │   ├── IdentityBar
│   │   │   ├── ResourceBars (HP/CP)
│   │   │   └── BuffBar
│   │   │
│   │   ├── VSDivider.tsx (center emblem)
│   │   │
│   │   └── CharacterPanel.tsx (enemy variant)
│   │       ├── CharacterSprite
│   │       ├── IdentityBar (name, tier, element)
│   │       ├── HealthBar
│   │       ├── DefenseStats
│   │       └── BuffBar
│   │
│   └── ActionDock.tsx (skill bar)
│       ├── QuickActionsSection
│       │   ├── QuickActionCard (SIDE skills)
│       │   └── QuickActionCard (TOGGLE skills)
│       ├── MainActionsSection
│       │   └── MainActionCard (MAIN skills)
│       └── ControlButtons (Auto, End Turn)
│
└── FloatingTextLayer (z-50, unchanged)
```

## File Structure

```
src/components/combat/
├── index.ts                  # Barrel exports
├── CombatLayout.tsx          # Grid container
├── PhaseHeader.tsx           # Top status bar
├── ConfrontationZone.tsx     # Player vs Enemy area
├── CharacterPanel.tsx        # Reusable character display
├── VSDivider.tsx             # Center VS emblem
├── ActionDock.tsx            # Bottom skill bar
├── QuickActionCard.tsx       # Compact SIDE/TOGGLE card
└── MainActionCard.tsx        # Large MAIN skill card
```

## Implementation Workflow

### Step 1: Identify Target Component

Ask user which component to implement:

1. **CombatLayout** - Start here for new implementation
2. **PhaseHeader** - Top status bar
3. **ConfrontationZone** - Battle area with both panels
4. **CharacterPanel** - Individual character display
5. **VSDivider** - Center emblem and effects
6. **ActionDock** - Bottom skill bar
7. **QuickActionCard** - Compact skill card variant
8. **MainActionCard** - Large skill card variant

### Step 2: Load Component Reference

Based on selection, load the appropriate reference:

- **Layout/Structure**: See [layout-specs.md](references/layout-specs.md)
- **Component Props**: See [component-interfaces.md](references/component-interfaces.md)
- **Styling Guide**: See [styling-tokens.md](references/styling-tokens.md)
- **Animation Specs**: See [animations.md](references/animations.md)

### Step 3: Generate Component Code

Follow the component template pattern:

```typescript
import React from 'react';
import { cn } from '@/lib/utils'; // if using cn utility

interface ComponentNameProps {
  // Props from component-interfaces.md
}

export const ComponentName: React.FC<ComponentNameProps> = ({
  // destructured props
}) => {
  return (
    <div className={cn(
      // Base styles from styling-tokens.md
      // Conditional styles
    )}>
      {/* Component content */}
    </div>
  );
};
```

### Step 4: Wire to Combat.tsx

After component creation:

1. Export from `components/combat/index.ts`
2. Import in `Combat.tsx`
3. Replace corresponding section
4. Pass required props from existing state

## Quick Implementation Commands

### Create All Files (Scaffolding)

```bash
# Create directory
mkdir -p src/components/combat

# Create all component files
touch src/components/combat/{index,CombatLayout,PhaseHeader,ConfrontationZone,CharacterPanel,VSDivider,ActionDock,QuickActionCard,MainActionCard}.tsx
```

### Barrel Export Template

```typescript
// src/components/combat/index.ts
export { CombatLayout } from './CombatLayout';
export { PhaseHeader } from './PhaseHeader';
export { ConfrontationZone } from './ConfrontationZone';
export { CharacterPanel } from './CharacterPanel';
export { VSDivider } from './VSDivider';
export { ActionDock } from './ActionDock';
export { QuickActionCard } from './QuickActionCard';
export { MainActionCard } from './MainActionCard';
```

## Props Mapping from Existing Code

### From App.tsx → Combat.tsx (unchanged)

```typescript
player: Player
enemy: Enemy
turnState: 'PLAYER' | 'ENEMY_TURN'
turnPhase: TurnPhaseState
combatState: CombatState
onUseSkill: (skill: Skill) => void
onPassTurn: () => void
onToggleAutoCombat: () => void
autoCombatEnabled: boolean
```

### Combat.tsx → New Components

```typescript
// PhaseHeader
turnState, turnPhase, combatState.approach

// ConfrontationZone
player, enemy, playerStats, enemyStats

// CharacterPanel (player)
character: player, stats: playerStats, variant: 'player'

// CharacterPanel (enemy)
character: enemy, stats: enemyStats, variant: 'enemy'

// ActionDock
skills: player.skills, turnPhase, onUseSkill, onPassTurn
```

## Migration Strategy

### Phase 1: Layout Foundation
1. Create `CombatLayout.tsx` with CSS Grid
2. Create placeholder components
3. Add feature flag in Combat.tsx

### Phase 2: Component Extraction
4. Implement `CharacterPanel` (extract from PlayerHUD + CinematicViewscreen)
5. Implement `ActionDock` (extract from skill grids)
6. Implement `PhaseHeader` (extract from inline indicators)

### Phase 3: Visual Polish
7. Add `VSDivider` with effects
8. Implement animations
9. Adjust floating text positions

### Phase 4: Cleanup
10. Remove old theater mode code
11. Remove feature flag
12. Update tests

## Reference Files

- [layout-specs.md](references/layout-specs.md) - CSS Grid structure, responsive breakpoints
- [component-interfaces.md](references/component-interfaces.md) - TypeScript interfaces for all components
- [styling-tokens.md](references/styling-tokens.md) - Colors, spacing, typography tokens
- [animations.md](references/animations.md) - Animation keyframes and transitions

## Output Format

Generate TypeScript React components with:

1. **TypeScript interface** for props
2. **Tailwind CSS** for styling (matching existing codebase)
3. **Responsive classes** (mobile fallback to vertical)
4. **Memoization** where appropriate (React.memo for cards)
5. **Accessibility** attributes (aria-labels, roles)

## Existing Code References

When implementing, reference these existing files:

| New Component | Reference From |
|---------------|----------------|
| CharacterPanel (player) | `src/components/PlayerHUD.tsx` |
| CharacterPanel (enemy) | `src/scenes/Combat.tsx` lines 113-305 |
| ActionDock | `src/scenes/Combat.tsx` lines 308-607 |
| QuickActionCard | `src/components/SkillCard.tsx` |
| MainActionCard | `src/components/SkillCard.tsx` |
| PhaseHeader | `src/scenes/Combat.tsx` lines 311-328 |

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