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combat-ui-pattern-a

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.

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技能说明

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:

  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:

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:

  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

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
  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

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

使用示例

查看来源仓库中的使用示例与配置说明。

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来源历史

收录时间
2026-01-20
索引更新时间
2026-01-28
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

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