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gaming-ui-state-management

gaming-ui-state-management

github.com/theorcdevDesign & UI2.1k79 installsUpdated 2d ago
Repository

About gaming-ui-state-management

A skill for building game-like interfaces with state-driven displays for health, XP, mana, and similar metrics. It recommends extending a Progress component and using color and animation to communicate changing values.

Key features

  1. 01Extend the Progress component
  2. 02Color-code health, mana, XP, and stamina
  3. 03Show compact enemy health displays
  4. 04Use animations for state feedback
  5. 05Apply retro text and text shadows

Use cases

  1. 01Create health and mana bars
  2. 02Display XP and level-up feedback
  3. 03Show enemy health during combat

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/theorcdev/8bitcn-ui --skill gaming-ui-state-management

After installing, type/gaming-ui-state-managementin Claude Code to confirm it loaded.

Details

From the project README

Gaming UI State Management

Create game-like interfaces with state-driven visuals for health, XP, mana, and other game metrics.

Progress Bar Pattern

Build on the Progress component with game-specific variants:

import { Progress } from "@/components/ui/8bit/progress";

function HealthBar({ value = 100, ...props }: BitProgressProps) {
  return (
    <Progress
      {...props}
      value={value}
      variant="retro"
      progressBg="bg-red-500"
    />
  );
}

function ManaBar({ value = 100, ...props }: BitProgressProps) {
  return (
    <Progress
      {...props}
      value={value}
      variant="retro"
      progressBg="bg-blue-500"
    />
  );
}

function XpBar({ value = 0, ...props }: BitProgressProps) {
  return (
    <Progress
      {...props}
      value={value}
      variant="retro"
      progressBg="bg-yellow-500"
    />
  );
}
Level Up Notification

Show animated messages when thresholds are reached:

function XpBar({
  value,
  levelUpMessage = "LEVEL UP!",
  ...props
}: XpBarProps) {
  const isLevelUp = value === 100;

  return (
    <div className="relative">
      <Progress
        {...props}
        value={value}
        progressBg="bg-yellow-500"
        className={cn(isLevelUp && "animate-pulse")}
      />

      {isLevelUp && (
        <div
          className={cn(
            "retro",
            "absolute top-1/2 left-1/2 -translate-x-1/2 -translate-y-1/2",
            "text-[0.625rem] text-black",
            "pointer-events-none whitespace-nowrap z-10",
            "drop-shadow-[1px_1px_0_#fff] [text-shadow:1px_1px_0_#fff,-1px_-1px_0_#fff,1px_-1px_0_#fff,-1px_1px_0_#fff]",
            "animate-[blink_0.5s_step-end_infinite]"
          )}
        >
          {levelUpMessage}
        </div>
      )}
    </div>
  );
}
Conditional Animations

Use conditional classes for game state feedback:

<div
  className={cn(
    "transition-colors duration-300",
    health <= 25 ? "animate-pulse bg-red-500/20" : "bg-green-500",
    health > 25 && health <= 50 && "bg-yellow-500/20"
  )}
/>
Enemy Health Display

Compact display for combat scenarios:

function EnemyHealth({ health, maxHealth }: EnemyHealthProps) {
  const percentage = (health / maxHealth) * 100;

  return (
    <div className="retro text-xs">
      <div className="flex justify-between mb-1">
        <span>ENEMY</span>
        <span>{health}/{maxHealth}</span>
      </div>
      <HealthBar value={percentage} className="h-2" />
    </div>
  );
}
Key Principles
  1. Base component - Extend Progress, don't reimplement
  2. Color coding - Red (health), Blue (mana), Yellow (XP), Green (stamina)
  3. Retro text - Use .retro class for pixel font numbers
  4. State animations - Use animate-pulse, animate-blink for feedback
  5. Text shadows - White text-shadow for legibility on colored backgrounds
  6. Compact sizing - Smaller text (text-xs, text-[0.625rem]) for game UIs
Reference Components
  • components/ui/8bit/health-bar.tsx - Health bar implementation
  • components/ui/8bit/xp-bar.tsx - XP bar with level up notification
  • components/ui/8bit/mana-bar.tsx - Mana bar implementation

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