AI UI Atlas
Mapping interface systems
给 coding agent 时可以直接复制下面这段,作为 UI 风格约束。
# Game UI / HUD## UsageUse this DESIGN.md as a reusable design brief for an AI coding agent. Apply it when building a new page, restyling an existing interface, or keeping multiple screens visually consistent.## Design IntentYou are implementing an interface using the **Game UI / HUD** design language. 围绕玩家状态、资源、任务和反馈设计,强调即时识别、沉浸感、动效和主题一致性。Treat visual attitude, memorable composition, and controlled exaggeration as the main design material.## Aliases- 游戏 UI- HUD## Category- 表现主义## Target Platforms- 移动端- PC 端## Summary围绕玩家状态、资源、任务和反馈设计,强调即时识别、沉浸感、动效和主题一致性。## Visual DNA- 资源条- 徽章- 任务面板- 强状态反馈## Best Use Cases- 游戏- 游戏化学习- 健身挑战- 成长系统## Avoid When标准办公工具、需要安静专注的长期工作场景。## AnatomyHP、进度、奖励和任务要一眼识别;装饰边框不能压过状态信息。## Color SystemUse a Seed → Map → Semantic → Alias token architecture. Components must consume named tokens instead of hard-coded colors.### Reference Palette- **reference-1** `#111827`- **reference-2** `#fbbf24`- **reference-3** `#22c55e`- **reference-4** `#ef4444`- **reference-5** `#f8fafc`### Seed Tokens- **colorBgBase** `#111827` - 页面基础背景.- **colorBgContainer** `#232a38` - 卡片、面板与容器.- **colorFillSecondary** `#343a47` - 次级填充与弱状态.- **colorPrimary** `#fbbf24` - 品牌主操作与选中态.- **colorTextBase** `#f8fafc` - 正文、图标与高对比轮廓.### Primary Scale- **primary-1** `#f8f4e6`- **primary-2** `#f9edcc`- **primary-3** `#f9e5ae`- **primary-4** `#fadb8c`- **primary-5** `#fad060`- **primary-6** `#fbbf24`- **primary-7** `#dfab24`- **primary-8** `#c39725`- **primary-9** `#a78325`- **primary-10** `#866c26`### Neutral Scale- **neutral-1** `#f8fafc`- **neutral-2** `#eff1f3`- **neutral-3** `#e6e8eb`- **neutral-4** `#d3d6da`- **neutral-5** `#b7bbc0`- **neutral-6** `#979ba3`- **neutral-7** `#727780`- **neutral-8** `#525763`- **neutral-9** `#313845`- **neutral-10** `#111827`### Semantic Tokens- **colorSuccess** `#22c55e` - 成功、在线、已完成.- **colorSuccessBg** `#def4e9` - 成功状态浅背景.- **colorWarning** `#ef4444` - 警告、待确认、需关注.- **colorWarningBg** `#f7e4e6` - 警告状态浅背景.- **colorError** `#ef4444` - 错误、危险、阻断.- **colorErrorBg** `#f7e8ea` - 错误状态浅背景.- **colorInfo** `#fbbf24` - 信息、链接、进行中.- **colorInfoBg** `#f8f3e2` - 信息状态浅背景.### Alias Tokens- **colorBgLayout** `#19202f` - 应用整体画布.- **colorBgElevated** `#454b57` - 弹层、浮层与菜单.- **colorBgSpotlight** `#313845` - Tooltip 与强提示.- **colorBorder** `#d3d6da` - 控件与容器边框.- **colorBorderSecondary** `#e6e8eb` - 轻分隔线.- **colorText** `#f8fafc` - 一级文本.- **colorTextSecondary** `#aeb2b8` - 二级文本.- **colorTextTertiary** `#858992` - 辅助说明.- **colorTextDisabled** `#60656f` - 禁用文本.- **colorPrimaryHover** `#fad060` - 主操作 Hover.- **colorPrimaryActive** `#dfab24` - 主操作 Active.- **colorPrimaryBorder** `#fadb8c` - 主色边框.- **colorPrimaryBg** `#f8f4e6` - 主色浅背景.- **colorLink** `#fbbf24` - 链接与可跳转文本.- **colorFocus** `#fadb8c` - 键盘焦点环.- **colorMask** `#0c111c` - Modal 遮罩基础色.Color rules:- Use the palette as design tokens, not random decorative swatches.- Keep primary text and primary actions at accessible contrast.- Use primary-1 through primary-10 for interaction states instead of inventing new brand colors.- Use semantic tokens consistently for success, warning, error, and info; pair color with iconography or text.- Map component styles to Alias Tokens so theme changes do not require component-level color edits.## Typography- Use a modern system sans-serif stack by default; only introduce a custom font when the brand direction requires it.- Headings should be confident but not ornamental; body text must remain readable across mobile and desktop.- Keep labels short, high-contrast, and aligned to the component structure.## Layout And Spacing- Use an 8px spacing base; reserve 4px for micro-gaps and 32px+ for major layout separation.- Keep cards, panels, controls, and lists dimensionally stable across responsive breakpoints.- On mobile, reduce column count before reducing legibility.- Recommended radius: 6-12px radius by default; increase only for expressive or highly tactile components.- Elevation and shadow: Use shadows to separate interactive or elevated surfaces only; avoid stacking many shadow styles.## Component Rules- Components should reinforce the primary information structure rather than introduce a separate decorative style.- Primary actions must be visually obvious and reachable; secondary actions should be quieter but still discoverable.- Cards need a clear title, supporting text or metric, state, and one obvious next action when action is expected.- Forms and filters should use familiar controls, stable dimensions, clear labels, and visible focus states.- Empty, loading, error, and success states must use the same visual language, not generic placeholders.## Interaction And Motion- Use subtle 120-220ms transitions for hover, focus, open, close, and selection states.- Motion should clarify state changes rather than decorate the page.- Respect reduced-motion preferences.## Implementation Recipe1. Start with the real user workflow and page structure; do not make a generic landing page unless explicitly requested.2. Establish layout zones first: navigation, content, controls, feedback, and primary action.3. Apply the color tokens to semantic roles: canvas, surface, text, border, accent, danger, and success.4. Build reusable components that express this style: buttons, cards, inputs, tabs, filters, modals, empty states, and status badges.5. Verify mobile and desktop breakpoints before adding decorative polish.6. Check that the final screen still communicates 资源条, 徽章, 任务面板 without relying on a single color or effect.## Quality Checklist- The screen is immediately recognizable as **Game UI / HUD**, not a generic Tailwind layout.- The design uses surface, spacing, typography, and component shape together; it does not rely only on colors.- Primary actions and navigation are clear on both mobile and desktop.- Text is readable, controls are stable, and content does not overlap or shift unexpectedly.- Empty, loading, hover, focus, selected, disabled, success, and error states are styled in the same language.- The implementation avoids the known failure mode: 标准办公工具、需要安静专注的长期工作场景。## Anti-Patterns- Do not paste this palette onto an unrelated layout and call it finished.- Do not overuse decorative effects where the user needs to read, compare, or act quickly.- Do not mix this style with unrelated visual languages unless the product explicitly requires a hybrid.- Do not hide important state behind low contrast, blur, tiny text, or animation.## Keywords- game- hud- quest- status## Agent Prompt SnippetImplement the UI in the **Game UI / HUD** design language. Prioritize 资源条, 徽章, 任务面板. Use the color roles, typography guidance, spacing rules, component rules, and anti-patterns from this DESIGN.md as hard constraints. The result should feel purpose-built for 游戏, 游戏化学习, 健身挑战, while avoiding: 标准办公工具、需要安静专注的长期工作场景。