combat-ui-pattern-a

Combat UI Pattern A - Split-Panel Implementation

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Install skill "combat-ui-pattern-a" with this command: npx skills add cesaraugustusgrob/shinobi-way-the-inifinite-tower/cesaraugustusgrob-shinobi-way-the-inifinite-tower-combat-ui-pattern-a

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.tsx with 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 VSDivider with 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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