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Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
---
name: gaming-ui-state-management
description: Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
---
## 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:
```tsx
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:
```tsx
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:
```tsx
<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:
```tsx
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
---
name: gaming-ui-state-management
description: Patterns for game-like interfaces - health bars, XP bars, mana bars. Apply when building RPG/retro gaming UI components with state-driven visuals.
---
## 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:
```tsx
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:
```tsx
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:
```tsx
<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:
```tsx
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
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by TheOrcDev