UI Components

Code-based UI component generation and styling

Showing 169-192 of 8207 skills
wondelai

lean-startup

by wondelai

'Design MVPs, validated learning experiments, and pivot-or-persevere decisions using Build-Measure-Learn. Use when the user mentions "MVP scope", "validated learning", "pivot or persevere", "vanity metrics", or "test assumptions". Covers innovation accounting and actionable metrics. For 5-day prototype testing, see design-sprint. For customer motivation analysis, see jobs-to-be-done.'

Design 2K 6mo ago
wondelai

top-design

by wondelai

'Create award-winning, immersive web experiences at the level of Awwwards-featured agencies. Use when the user mentions "premium website", "portfolio site", "scroll animations", "Awwwards quality", or "brand experience". Covers dramatic typography, purposeful motion, scroll-based composition, and performance-optimized animation. For foundational UI, see refactoring-ui. For type selection, see web-typography.'

Animation 2K 6mo ago
addyosmani

seo

by addyosmani

Optimize for search engine visibility and ranking. Use when asked to "improve SEO", "optimize for search", "fix meta tags", "add structured data", "sitemap optimization", or "search engine optimization".

SEO 2.7K 7mo ago
Leonxlnx

design-taste-frontend

by Leonxlnx

Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.

Design 81.1K 5mo ago
Leonxlnx

redesign-existing-projects

by Leonxlnx

Upgrades existing websites and apps to premium quality. Audits current design, identifies generic AI patterns, and applies high-end design standards without breaking functionality. Works with any CSS framework or vanilla CSS.

Debugging 81.1K 6mo ago
Leonxlnx

design-taste-frontend

by Leonxlnx

Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.

Animation 81.1K 6mo ago
Leonxlnx

design-taste-frontend-v1

by Leonxlnx

The original v1 taste-skill, preserved for projects depending on its exact behavior. The current default is design-taste-frontend (v2 experimental), which is a substantial rewrite. Use this v1 install name only if you need exact backward compatibility.

Design 81.1K 3mo ago
Leonxlnx

design-taste-frontend

by Leonxlnx

Senior UI/UX Engineer. Architect digital interfaces overriding default LLM biases. Enforces metric-based rules, strict component architecture, CSS hardware acceleration, and balanced design engineering.

Animation 81.1K 6mo ago
sammcj

writing-go-tests

by sammcj

Applies current Go testing best practices. Use when writing or modifying Go test files or advising on Go testing strategies.

Kubernetes 159 7mo ago
ibelick

fixing-accessibility

by ibelick

Audit and fix HTML accessibility issues including ARIA labels, keyboard navigation, focus management, color contrast, and form errors. Use when adding interactive controls, forms, dialogs, or reviewing WCAG compliance.

Accessibility 7.6K 6mo ago
ibelick

baseline-ui

by ibelick

Validates animation durations, enforces typography scale, checks component accessibility, and prevents layout anti-patterns in Tailwind CSS projects. Use when building UI components, reviewing CSS utilities, styling React views, or enforcing design consistency.

Accessibility 7.6K 6mo ago
ruvnet

agent-arch-system-design

by ruvnet

Agent skill for arch-system-design - invoke with $agent-arch-system-design

Agents 69.5K 7mo ago
OUBIGFA

good-writing

by OUBIGFA

精确复现特定作者的中文写作风格。适用于:(1) 以该风格从零生成文章,(2) 将AI风格或其他风格的文章改写为该风格,(3) 在同一次任务里对草稿做终稿打磨/精修(保持作者笔力,不得改成中性说明书),(4) 审阅文章是否符合该风格,(5) 结构保真地将非简体中文翻译为简体中文(保留原始结构与不可改动片段,如人名/专名、代码、代码块、URL 等;不擅自增删)。核心特征:半文半白的用词、长短交替的句式节奏、类比先行的论证方式、冷面热心的情感表达、第一人称介入的立场标定;并在不破坏作者习惯的前提下,清除显眼的 AI 写作痕迹(24 项检测)。触发词:写作、改写、风格、润色、重写、精修、再优化、二稿、终稿、最终版、翻译、译、translate、翻成、译成、转为简体。

Debugging 728 6mo ago
thedivergentai

godot-genre-metroidvania

by thedivergentai

"Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks."

Code Gen 594 6mo ago
thedivergentai

godot-genre-puzzle

by thedivergentai

"Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management."

CLI Tools 594 6mo ago
thedivergentai

godot-composition

by thedivergentai

"Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces \"Has-A\" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design."

Game Dev 594 6mo ago
thedivergentai

godot-camera-systems

by thedivergentai

"Expert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems. Trigger keywords: Camera2D, Camera3D, SpringArm3D, position_smoothing, camera_shake, trauma_system, look_ahead, drag_margin, camera_limits, camera_transition."

Game Dev 594 6mo ago
thedivergentai

godot-genre-stealth

by thedivergentai

"Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection."

Game Dev 594 6mo ago
thedivergentai

godot-combat-system

by thedivergentai

"Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup."

Processing 594 6mo ago
thedivergentai

godot-genre-platformer

by thedivergentai

"Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement."

Accessibility 594 6mo ago
thedivergentai

godot-genre-card-game

by thedivergentai

"Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile."

CLI Tools 594 6mo ago
thedivergentai

godot-adapt-desktop-to-mobile

by thedivergentai

"Expert patterns for porting desktop games to mobile including touch control schemes (virtual joystick, gesture detection), UI scaling for small screens, performance optimization for mobile GPUs, battery life management, and platform-specific features. Use when creating mobile ports or cross-platform mobile builds. Trigger keywords: TouchScreenButton, virtual_joystick, gesture_detector, InputEventScreenTouch, InputEventScreenDrag, mobile_optimization, battery_saving, adaptive_performance, MOBILE_ENABLED."

Game Dev 594 6mo ago
thedivergentai

godot-genre-idle-clicker

by thedivergentai

"Expert blueprint for idle/clicker games including big number handling (mantissa + exponent system), exponential growth curves (cost_growth_factor 1.15x), generator systems (auto-producers), offline progress calculation, prestige systems (reset for permanent multipliers), number formatting (K/M/B suffixes, scientific notation). Use for incremental games, idle games, or cookie clicker derivatives. Trigger keywords: idle_game, big_number, exponential_growth, generator_system, offline_progress, prestige_system, number_formatting."

Processing 594 6mo ago
thedivergentai

godot-genre-educational

by thedivergentai

"Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking."

Debugging 594 6mo ago