ui-hud-patterns
Skill105 starsChanged 8 months agoMITView on GitHub
Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 3 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈3
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 29
verify focus, persistence, and feedback loops
- Distinctive: line 63
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 64
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
UI Hud Patterns
Purpose
Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.
Use When
- HUD complexity is growing
- UI logic is leaking into gameplay code
- navigation and state are hard to maintain
Inputs
- flow maps
- screen inventory
- input model
- localization and accessibility needs
Process
- separate state, navigation, and presentation
- define UI ownership and update triggers
- minimize coupling between gameplay systems and widget hierarchies
- support localization, scaling, and platform variation
- verify focus, persistence, and feedback loops
Outputs
- UI architecture notes
- HUD ownership map
- navigation model
- integration constraints
Quality Bar
- UI reads game state through a defined binding layer, never by reaching into gameplay internals
- HUD elements update from events or observed state changes, not per-frame polling of unrelated systems
- screen flow (stack, transitions, modality) is owned by one navigation system
- UI is testable with mocked game state
Common Failure Modes
- gameplay code directly manipulating UI widgets
- HUD logic duplicated per screen instead of shared binding patterns
- navigation state spread across individual screens, causing stuck or double-open menus
- layouts that break at non-default resolutions or aspect ratios
Related Agents
- ui-programmer
- ui-ux-designer
- accessibility-reviewer
Related Commands
- ui-flow-review
- tech-design
- verify
Related Skills
- ui-animation-pipeline
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
- Boundary: this skill owns runtime HUD architecture and data binding;
ui-animation-pipelineowns UI motion authoring and tuning conventions.
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