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# HUD Stack UI that only looks right on your monitor is unfinished. Anchor it. Scale it. Focus something. Push screens. Never poll. Inspired by gamedev-skills/awesome-gamedev-agent-skills game-ui-ux (Apache-2.0). Original Grok remake. Complements stick-map (input), juice-pass (button pop / HUD juice), branch-talk (dialogue inside the shell), lens-rig, save-slot. Not godot-teacher. Read `references/ui-rules.md` before you design. Fill the three templates under `templates/`. ## When to use - HUD (health, ammo, score), main / pause / settings menus, inventory or shop overlays - Fix UI that breaks on other resolutions, ignores notches, or cannot be used with a gamepad - Replace boolean menu flags with a real screen stack - Stop per-frame polling of game state for the HUD ## When NOT to use - Concrete Godot Control / Unity uGUI widget tutorials → use godot-teacher - Hit juice, damage numbers, button pop → use juice-pass - Dialogue graph content → use branch-talk - Input rebinding document → use stick-map - Aimbots, overlay cheats, ESP injectors, malware ## Inputs - Platforms in scope (phone, PC, TV, ultrawide) - Reference resolution (default 1920×1080) and aspect policy (expand / letterbox) - Screens needed (title, game HUD, pause, settings, …) - Devices (mouse, keyboard, gamepad, touch) - Current pain: clipped HUD, no focus, poll spam, flag soup ## Procedure 1. Read `references/ui-rules.md`. Refuse cheat overlays and malware. 2. Layout model: anchors + containers (rows/columns/grids). Never absolute pixel positions for critical chrome. 3. Scaling: pick a reference resolution and a policy for extra width/height. Anchor HUD corners that should move outward on expand. 4. Safe area: inset critical elements from notches, rounded corners, and TV overscan. 5. Focus: every screen opens with an initial focused control, neighbors defined, visible highlight. Mouse and focus coexist; last device wins prompts (pair with stick-map). 6. Screen stack: push (pause over game), pop (resume). Top screen owns input and visibility. "Back" pops. 7. Event-driven HUD: subscribe to `health_changed`, `score_changed`, and cousins. Do not read player internals every frame. 8. Accessibility: text size option, contrast, colorblind-safe state (not color alone), reduce-flash note. 9. Externalize strings so translations can grow buttons; containers size to content. 10. Fill `templates/layout-card.md`, `templates/screen-stack.md`, and `templates/verify.md`. Optional tiny original pseudocode only if asked — engine-neutral, no vendor dumps. ## Output format - Layout card (anchors, scale, safe area, text size) - Screen stack (push/pop list, default focus per screen, HUD event list) - Verify card (resolutions, gamepad-only, safe area, no polling) - One line: game UI architecture worksheet; not a cheat overlay ## Safety - Follow `references/ui-rules.md` with no exceptions. - No aimbots, ESP, wallhacks, injected overlays, or account theft. - No CSAM in UI mock content. - Engine-neutral notes only. Not a Godot tutor. ## Stop conditions - Three templates delivered, or refused for cheats / wrong scope (godot-teacher / juice-pass / branch-talk / stick-map)
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