game-ui-patterns

game-ui-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,124 once invoked), scanned A, original, MIT.

A collection of game-interface patterns, including animated health bars and a menu manager that tracks nested menu screens.

In plain words
What is it for?
Use it to build health bars with damage flashes and delayed effects, or to manage menus such as pause, settings, and nested submenus.
Why use it?
It shows how to represent changing game state clearly and how to keep menu navigation organized as screens open and close.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/game-ui-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-ui-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-ui-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-ui-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-ui-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-ui-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-ui-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,124 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00000 $0.02124
Opus 5 $0.00000 $0.01062
Sonnet 5 $0.00000 $0.00425
Haiku 4.5 $0.00000 $0.00212

Measured 4d ago against content hash 81ff1b0f6954, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-ui-patterns scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 4d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/ui-game-design/skills/game-ui-patterns/SKILL.md · 268 lines

How it starts

The opening of the file, as written. The whole thing — 268 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game UI Patterns

HUD Health Bar

# Health bar with smooth tween animation and damage flash
class_name HealthBar extends Control
@onready var fill_bar: ProgressBar = $FillBar
@onready var ghost_bar: ProgressBar = $GhostBar  # Lags behind for damage visualization
@onready var flash_overlay: ColorRect = $FlashOverlay

@export var ghost_tween_duration: float = 0.4
@export var flash_duration: float = 0.1

var _ghost_tween: Tween

func _ready() -> void:
    flash_overlay.modulate.a = 0.0

func set_health(current: float, maximum: float) -> void:
    var ratio := current / maximum
    fill_bar.value = ratio * 100.0

    # Flash red overlay
    var flash_tween := create_tween()
    flash_overlay.modulate.a = 0.5
    flash_tween.tween_property(flash_overlay, "modulate:a", 0.0, flash_duration)

    # Ghost bar lags behind with tween
    if _ghost_tween:
        _ghost_tween.kill()
    _ghost_tween = create_tween()
    _ghost_tween.tween_property(ghost_bar, "value", ratio * 100.0, ghost_tween_duration)\
        .set_delay(0.2)\
        .set_ease(Tween.EASE_IN)\
        .set_trans(Tween.TRANS_QUAD)
# Push-down automaton for menu navigation
class_name MenuManager extends CanvasLayer
var _stack: Array[Control] = []

func push_menu(menu: Control) -> void:
    if not _stack.is_empty():
        _stack.back().visible = false
    _stack.append(menu)
    add_child(menu)
    menu.visible = true
    # Give focus to first focusable element
    var first_button := menu.find_child("*Button*", true, false) as Button
    if first_button:
        first_button.grab_focus()

func pop_menu() -> void:
    if _stack.is_empty():
        return
    var top := _stack.pop_back()
    top.queue_free()
    if not _stack.is_empty():
        _stack.back().visible = true
        var first_button := _stack.back().find_child("*Button*", true, false) as Button
        if first_button:
            first_button.grab_focus()

func clear_stack() -> void:
    for menu in _stack:
        menu.queue_free()
    _stack.clear()

Read the full file on GitHub · 268 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 4d ago First seen · 268 lines · 0 tokens per session scan A 81ff1b0f6954

Subscribe to this mod's changes

game-ui-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,124 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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