add-section
Create a new HUD section (tab) with lifecycle, persistent state, and registry registration
Best use case
add-section is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Create a new HUD section (tab) with lifecycle, persistent state, and registry registration
Teams using add-section should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/add-section/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How add-section Compares
| Feature / Agent | add-section | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Create a new HUD section (tab) with lifecycle, persistent state, and registry registration
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
# Add Section Skill
## Usage
```
/add-section <SectionName>
```
---
## Step 1: Ask Questions
### 1. Section Purpose
```
Brief description (1 sentence):
What does this section display/manage?
```
### 2. Persistent State
```
What state needs to persist across sessions?
(Must be JSON-serializable: strings, numbers, booleans, arrays, plain objects)
Examples:
- Selected tab/filter
- Sort order
- Collapsed/expanded states
- User preferences
```
### 3. Game Data
```
Does this section need game data?
A) Static data → MGData (plants, items, pets, etc.)
B) Real-time state → Globals (myInventory, myGarden, etc.)
C) Both
D) None
```
### 4. Sprites
```
Does it display game sprites? → MGSprite.toCanvas()
```
### 5. Child Components
```
Does it need existing UI components?
→ REUSE from src/ui/components/
[ ] ArcadeButton, GeminiIconButton → Buttons
[ ] Modal → Dialogs
[ ] ProgressBar → Progress
[ ] SegmentedControl → Tab-like selection
[ ] Tab → Tabs
[ ] SoundPicker → Audio
[ ] Other: ___
```
### 6. Complexity
```
A) Simple - Single file section
B) Complex - Split into parts/ folder
```
### 7. Tab Info
```
- Label (displayed in tab bar): ___________
- Icon (emoji): ___________
```
---
## Step 2: Create Structure
### Simple Section
```
src/ui/sections/<SectionName>/
├── index.ts # Public exports
├── section.ts # build() / destroy() lifecycle
├── state.ts # Persistent state (createSectionStore)
└── styles.css.ts # Scoped CSS (optional)
```
### Complex Section (with parts)
```
src/ui/sections/<SectionName>/
├── index.ts
├── section.ts # Assembles parts
├── state.ts
├── styles.css.ts
└── parts/
├── header.ts # Search, filters
├── content.ts # Main content
└── footer.ts # Actions
```
**Read existing sections for templates:** `src/ui/sections/*/`
---
## Step 3: File Responsibilities
| File | Purpose |
|------|---------|
| `index.ts` | Export `<Name>Section` and types only |
| `section.ts` | `build(container)`, `destroy()`, `cleanups[]` |
| `state.ts` | `createSectionStore()` with stable ID `tab-<name>` |
| `styles.css.ts` | CSS string with scoped classes |
| `parts/*.ts` | Sub-components with own `destroy()` |
### Key Patterns
#### state.ts
```typescript
import { createSectionStore } from '../core/state';
export interface <Name>State {
// JSON-serializable only!
selectedTab: string;
sortOrder: 'asc' | 'desc';
}
const DEFAULT_STATE: <Name>State = {
selectedTab: 'all',
sortOrder: 'asc',
};
// ID must be stable forever (storage key)
export const state = createSectionStore<<Name>State>('tab-<name>', {
version: 1, // Increment when state shape changes
defaults: DEFAULT_STATE,
});
```
#### section.ts
```typescript
export interface SectionDefinition {
build(container: HTMLElement): void;
destroy(): void;
}
let root: HTMLElement | null = null;
const cleanups: (() => void)[] = [];
function build(container: HTMLElement): void {
if (root) return; // Prevent double-build
root = document.createElement('div');
root.className = '<name>-section';
// Inject styles
const style = document.createElement('style');
style.textContent = <name>Css;
root.appendChild(style);
// Subscribe to state
const unsub = state.subscribe((s) => { /* update UI */ });
cleanups.push(unsub);
// Add child components (reuse existing!)
// const button = createArcadeButton({ ... });
// cleanups.push(() => button.destroy());
container.appendChild(root);
}
function destroy(): void {
cleanups.forEach(fn => fn());
cleanups.length = 0;
root?.remove();
root = null;
}
export const <Name>Section: SectionDefinition = { build, destroy };
```
---
## Step 4: Register
### Registry → `src/ui/sections/registry.ts`
```typescript
import { <Name>Section } from './<SectionName>';
export const sectionRegistry: Record<string, SectionConfig> = {
// ... existing
'tab-<name>': {
id: 'tab-<name>',
label: '<Label>',
icon: '<emoji>',
section: <Name>Section,
},
};
```
---
## Step 5: Validate
### Structure
- [ ] `index.ts` exports `<Name>Section` only
- [ ] `section.ts` has `build()` and `destroy()`
- [ ] `state.ts` uses `createSectionStore()` with stable ID
### State
- [ ] All fields JSON-serializable (no functions, DOM, classes)
- [ ] Section ID is `tab-<name>` format (stable forever)
- [ ] `version` incremented when state shape changes
- [ ] Default state is complete (no undefined)
### Lifecycle
- [ ] `build()` guards against double-build (`if (root) return`)
- [ ] `destroy()` cleans up ALL resources
- [ ] Subscriptions unsubscribed in `destroy()`
- [ ] Child components' `destroy()` called
### Styling
- [ ] Uses CSS variables (no hardcoded colors)
- [ ] Classes scoped (`.section-name__element`)
- [ ] Styles injected into `root`, not `document.head`
### Game Data (if applicable)
- [ ] Static data → `MGData.get()`
- [ ] Real-time → Globals with `.subscribe()` + cleanup
- [ ] Sprites → `MGSprite.toCanvas()`
### Components (if applicable)
- [ ] Reuses existing components from `src/ui/components/`
- [ ] Child components tracked in `cleanups[]`
### Registration
- [ ] Added to `src/ui/sections/registry.ts`
- [ ] ID matches state ID (`tab-<name>`)
---
## Existing Sections
For reference/templates:
- `Settings` - User preferences
- `AutoFavoriteSettings` - Feature config
- `JournalChecker` - Journal progress
- `Pets` - Pet management
- `Trackers` - Stats tracking
- `Alerts` - Notifications config
- `Dev` - Developer tools
- `Test` - Testing section
---
## References
- Rules: `.claude/rules/ui/sections.md`
- Existing sections: `src/ui/sections/*/`
- Core state: `src/ui/sections/core/state.ts`
- UI Components: `src/ui/components/`
- Split workflow: `.claude/workflows/ui/section/split-section-into-parts.md`Related Skills
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