Agent Skills: Combat UI Pattern A - Split-Panel Implementation

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.

UncategorizedID: cesaraugustusgrob/shinobi-way-the-inifinite-tower/combat-ui-pattern-a

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pnpm dlx add-skill https://github.com/CesarAugustusGroB/SHINOBI-WAY-the-inifinite-tower/tree/HEAD/.claude/skills/combat-ui-pattern-a

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.claude/skills/combat-ui-pattern-a/SKILL.md

Skill Metadata

Name
combat-ui-pattern-a
Description
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.

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 & File Structure

→ See references/architecture.md for the full component tree and the src/components/combat/ file layout.

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:

Step 3: Generate Component Code

Follow the component template pattern → copy from templates/component-template.tsx.

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

→ See templates/scaffolding.md for the mkdir/touch scaffolding commands and the barrel export template.

Props Mapping from Existing Code

→ See references/props-mapping.md for App.tsx→Combat.tsx props and the Combat.tsx→new-component prop wiring.

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

  1. Implement CharacterPanel (extract from PlayerHUD + CinematicViewscreen)
  2. Implement ActionDock (extract from skill grids)
  3. Implement PhaseHeader (extract from inline indicators)

Phase 3: Visual Polish

  1. Add VSDivider with effects
  2. Implement animations
  3. Adjust floating text positions

Phase 4: Cleanup

  1. Remove old theater mode code
  2. Remove feature flag
  3. Update tests

Reference Files

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

→ See references/props-mapping.md (Existing Code References table) for which existing file to extract each new component from.