| 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
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
โ TURN INDICATOR โ PHASE PIPELINE โ MODIFIERS โ โ PhaseHeader
โโโโโโโโโโโโโโโโโโโโดโโโโโโโโฌโโโโโโโโโโโโดโโโโโโโโโโโโโค
โ โ โ
โ PLAYER PANEL โ ENEMY PANEL โ โ ConfrontationZone
โ (CharacterPanel) โ (CharacterPanel) โ
โ โ โ
โโโโโโโโโโโโโโโโโโโโโโโโโโโโดโโโโโโโโโโโโโโโโโโโโโโโโโค
โ QUICK ACTIONS (SIDE/TOGGLE) โ MAIN ACTIONS โ โ ActionDock
โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโดโโโโโโโโโโโโโโโโโโโโ
Component Hierarchy
Combat.tsx (scene orchestrator)
โโโ CombatLayout.tsx (CSS Grid container)
โ โโโ PhaseHeader.tsx (top status bar)
โ โ โโโ TurnIndicator
โ โ โโโ PhasePipeline
โ โ โโโ SideActionCounter
โ โ โโโ ApproachModifier
โ โ
โ โโโ ConfrontationZone.tsx (battle area)
โ โ โโโ CharacterPanel.tsx (player variant)
โ โ โ โโโ CharacterSprite
โ โ โ โโโ IdentityBar
โ โ โ โโโ ResourceBars (HP/CP)
โ โ โ โโโ BuffBar
โ โ โ
โ โ โโโ VSDivider.tsx (center emblem)
โ โ โ
โ โ โโโ CharacterPanel.tsx (enemy variant)
โ โ โโโ CharacterSprite
โ โ โโโ IdentityBar (name, tier, element)
โ โ โโโ HealthBar
โ โ โโโ DefenseStats
โ โ โโโ BuffBar
โ โ
โ โโโ ActionDock.tsx (skill bar)
โ โโโ QuickActionsSection
โ โ โโโ QuickActionCard (SIDE skills)
โ โ โโโ QuickActionCard (TOGGLE skills)
โ โโโ MainActionsSection
โ โ โโโ MainActionCard (MAIN skills)
โ โโโ ControlButtons (Auto, End Turn)
โ
โโโ FloatingTextLayer (z-50, unchanged)
File Structure
src/components/combat/
โโโ index.ts # Barrel exports
โโโ CombatLayout.tsx # Grid container
โโโ PhaseHeader.tsx # Top status bar
โโโ ConfrontationZone.tsx # Player vs Enemy area
โโโ CharacterPanel.tsx # Reusable character display
โโโ VSDivider.tsx # Center VS emblem
โโโ ActionDock.tsx # Bottom skill bar
โโโ QuickActionCard.tsx # Compact SIDE/TOGGLE card
โโโ 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:
Step 3: Generate Component Code
Follow the component template pattern:
import React from 'react';
import { cn } from '@/lib/utils';
interface ComponentNameProps {
}
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)
mkdir -p src/components/combat
touch src/components/combat/{index,CombatLayout,PhaseHeader,ConfrontationZone,CharacterPanel,VSDivider,ActionDock,QuickActionCard,MainActionCard}.tsx
Barrel Export Template
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 โ 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 โ New Components
turnState, turnPhase, combatState.approach
player, enemy, playerStats, enemyStats
character: player, stats: playerStats, variant: 'player'
character: enemy, stats: enemyStats, variant: 'enemy'
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
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 |