Agent skill
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.
Install this agent skill to your Project
npx add-skill https://github.com/aiskillstore/marketplace/tree/main/skills/cesaraugustusgrob/combat-ui-pattern-a
SKILL.md
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:
- CombatLayout - Start here for new implementation
- PhaseHeader - Top status bar
- ConfrontationZone - Battle area with both panels
- CharacterPanel - Individual character display
- VSDivider - Center emblem and effects
- ActionDock - Bottom skill bar
- QuickActionCard - Compact skill card variant
- MainActionCard - Large skill card variant
Step 2: Load Component Reference
Based on selection, load the appropriate reference:
- Layout/Structure: See layout-specs.md
- Component Props: See component-interfaces.md
- Styling Guide: See styling-tokens.md
- Animation Specs: See animations.md
Step 3: Generate Component Code
Follow the component template pattern:
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:
- Export from
components/combat/index.ts - Import in
Combat.tsx - Replace corresponding section
- Pass required props from existing state
Quick Implementation Commands
Create All Files (Scaffolding)
# 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
// 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)
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
// 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
- Create
CombatLayout.tsxwith CSS Grid - Create placeholder components
- Add feature flag in Combat.tsx
Phase 2: Component Extraction
- Implement
CharacterPanel(extract from PlayerHUD + CinematicViewscreen) - Implement
ActionDock(extract from skill grids) - Implement
PhaseHeader(extract from inline indicators)
Phase 3: Visual Polish
- Add
VSDividerwith effects - Implement animations
- Adjust floating text positions
Phase 4: Cleanup
- Remove old theater mode code
- Remove feature flag
- Update tests
Reference Files
- layout-specs.md - CSS Grid structure, responsive breakpoints
- component-interfaces.md - TypeScript interfaces for all components
- styling-tokens.md - Colors, spacing, typography tokens
- animations.md - Animation keyframes and transitions
Output Format
Generate TypeScript React components with:
- TypeScript interface for props
- Tailwind CSS for styling (matching existing codebase)
- Responsive classes (mobile fallback to vertical)
- Memoization where appropriate (React.memo for cards)
- 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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