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Create a game UI injection that modifies existing game elements with proper cleanup
---
name: add-inject
description: Create a game UI injection that modifies existing game elements with proper cleanup
aliases: [new-inject, create-inject, add-qol]
---
# Add Inject Skill
## Usage
```
/add-inject <featureName>
```
**Note:** This creates a game UI injection (modifies existing game UI). For Gemini HUD UI, use `/add-component` or `/add-section`.
---
## Step 1: Ask Questions
### 1. Injection Purpose
```
What game UI element does this modify?
Brief description:
```
### 2. Target Elements
```
Which game UI elements are targeted?
Examples:
- Inventory panel
- Shop interface
- Player stats display
- Game toolbar
- Chat window
```
### 3. Modification Type
```
What modifications are made?
[ ] Add new elements (buttons, indicators, overlays)
[ ] Modify existing elements (styles, text, attributes)
[ ] Add event listeners (click handlers, observers)
[ ] Inject data displays (stats, timers, counters)
```
### 4. Game Data
```
Does it need game data?
A) Static data → MGData
B) Real-time state → Globals
C) Both
D) None
```
### 5. Sprites
```
Does it display game sprites? → MGSprite.toCanvas()
```
### 6. Persistence
```
Does it need persistent state?
A) Yes - User preferences saved
B) No - Stateless
```
---
## Step 2: Create Structure
```
src/ui/inject/qol/<featureName>/
├── index.ts # Public API (init, destroy, isEnabled)
├── inject.ts # DOM injection logic
├── styles.css.ts # Scoped styles (optional)
└── state.ts # Persistent state (optional)
```
---
## Step 3: File Templates
### index.ts
```typescript
/**
* <FeatureName> Game UI Injection
*
* <Description of what it modifies>
*/
import { injectElements, removeElements } from './inject';
// ─────────────────────────────────────────────────────────────────────────────
// State
// ─────────────────────────────────────────────────────────────────────────────
let injected = false;
const cleanups: (() => void)[] = [];
// ─────────────────────────────────────────────────────────────────────────────
// Public API
// ─────────────────────────────────────────────────────────────────────────────
export const <FeatureName>Inject = {
/**
* Inject into game UI
* Idempotent - safe to call multiple times
*/
init(): void {
if (injected) return;
injected = true;
const cleanup = injectElements();
if (cleanup) cleanups.push(cleanup);
console.log('[<FeatureName>Inject] Initialized');
},
/**
* Remove all injected elements
* Idempotent - safe to call multiple times
*/
destroy(): void {
if (!injected) return;
cleanups.forEach(fn => fn());
cleanups.length = 0;
removeElements();
injected = false;
console.log('[<FeatureName>Inject] Destroyed');
},
/**
* Check if injection is active
*/
isEnabled(): boolean {
return injected;
},
};
```
### inject.ts
```typescript
/**
* <FeatureName> DOM Injection Logic
*/
import { <featureName>Css } from './styles.css';
// If using sprites:
// import { MGSprite } from '../../../../modules/sprite';
// If using game data:
// import { MGData } from '../../../../modules/data';
// If using globals:
// import { getMyInventory } from '../../../../globals/variables/myInventory';
// ─────────────────────────────────────────────────────────────────────────────
// Constants
// ─────────────────────────────────────────────────────────────────────────────
const CONTAINER_SELECTOR = '.game-ui-container'; // Adjust to target element
const INJECT_CLASS = 'gemini-qol-<featureName>';
// ─────────────────────────────────────────────────────────────────────────────
// Injection
// ─────────────────────────────────────────────────────────────────────────────
export function injectElements(): (() => void) | null {
const container = document.querySelector(CONTAINER_SELECTOR);
if (!container) {
console.warn('[<FeatureName>Inject] Container not found');
return null;
}
const cleanups: (() => void)[] = [];
// Inject styles
const style = document.createElement('style');
style.textContent = <featureName>Css;
style.setAttribute('data-gemini', '<featureName>');
document.head.appendChild(style);
cleanups.push(() => style.remove());
// Create injected element
const wrapper = document.createElement('div');
wrapper.className = INJECT_CLASS;
// ... build element
container.appendChild(wrapper);
cleanups.push(() => wrapper.remove());
// Add event listeners (track for cleanup!)
const handleClick = () => { /* ... */ };
wrapper.addEventListener('click', handleClick);
cleanups.push(() => wrapper.removeEventListener('click', handleClick));
// Subscribe to globals (track for cleanup!)
// const unsub = getMyInventory().subscribe((inv) => { /* update UI */ });
// cleanups.push(unsub);
// Return combined cleanup
return () => {
cleanups.forEach(fn => fn());
};
}
export function removeElements(): void {
// Remove all injected elements by class
document.querySelectorAll(`.${INJECT_CLASS}`).forEach(el => el.remove());
// Remove injected styles
document.querySelectorAll('style[data-gemini="<featureName>"]').forEach(el => el.remove());
}
```
### styles.css.ts
```typescript
/**
* <FeatureName> Injection Styles
*
* Scoped to .gemini-qol-<featureName>
*/
export const <featureName>Css = `
.gemini-qol-<featureName> {
/* Use CSS variables when possible */
position: absolute;
z-index: 100;
}
.gemini-qol-<featureName>__button {
background: var(--color-primary, #4a9eff);
color: var(--color-text, #fff);
border: none;
border-radius: 4px;
padding: 8px 12px;
cursor: pointer;
min-height: 44px; /* Touch-friendly */
}
.gemini-qol-<featureName>__button:hover {
opacity: 0.9;
}
`;
```
### state.ts (if persistent)
```typescript
/**
* <FeatureName> Injection State
*/
import { storageGet, storageSet } from '../../../../utils/storage';
const STORAGE_KEY = 'inject:<featureName>:config';
export interface <FeatureName>Config {
enabled: boolean;
// ... other settings
}
const DEFAULT_CONFIG: <FeatureName>Config = {
enabled: true,
};
export function loadConfig(): <FeatureName>Config {
return storageGet(STORAGE_KEY, DEFAULT_CONFIG);
}
export function saveConfig(config: <FeatureName>Config): void {
storageSet(STORAGE_KEY, config);
}
```
---
## Step 4: Register (if standalone)
If this injection is standalone (not part of a feature):
### Export → `src/ui/inject/qol/index.ts`
```typescript
export { <FeatureName>Inject } from './<featureName>';
```
### Initialize in bootstrap or feature
```typescript
import { <FeatureName>Inject } from '../../ui/inject/qol/<featureName>';
// Initialize
<FeatureName>Inject.init();
// Cleanup
<FeatureName>Inject.destroy();
```
---
## Step 5: Validate
### Structure
- [ ] `index.ts` with `init()`, `destroy()`, `isEnabled()`
- [ ] `inject.ts` with `injectElements()`, `removeElements()`
- [ ] `styles.css.ts` with scoped classes
- [ ] `state.ts` (if persistent)
### Lifecycle
- [ ] `init()` is idempotent (guard against double-inject)
- [ ] `destroy()` removes ALL injected elements
- [ ] All event listeners tracked and removed
- [ ] All MutationObservers disconnected
- [ ] All intervals/timeouts cleared
- [ ] All Global subscriptions unsubscribed
### Styling
- [ ] Classes prefixed with `gemini-qol-<name>`
- [ ] Uses CSS variables where possible
- [ ] Touch-friendly (44px min targets)
- [ ] Styles removed on destroy
### Game Data (if applicable)
- [ ] Uses `MGData.get()` (no hardcoded data)
- [ ] Uses `MGSprite.toCanvas()` (no hardcoded sprite paths)
- [ ] Globals subscribed with cleanup
### Boundaries
- [ ] Only modifies game UI (never Gemini HUD)
- [ ] No imports from `src/ui/components/` or `src/ui/hud/`
- [ ] No Shadow DOM
---
## Integration with Features
If the injection is part of a feature:
```typescript
// In src/features/<featureName>/index.ts
import { <FeatureName>Inject } from '../../ui/inject/qol/<featureName>';
function init(): void {
// ... feature init
<FeatureName>Inject.init();
}
function destroy(): void {
<FeatureName>Inject.destroy();
// ... feature cleanup
}
```
---
## References
- Rules: `.claude/rules/ui/ui.inject.md`
- Existing injections: `src/ui/inject/qol/*/`
- Storage: `src/utils/storage.ts`
---
name: add-inject
description: Create a game UI injection that modifies existing game elements with proper cleanup
aliases: [new-inject, create-inject, add-qol]
---
# Add Inject Skill
## Usage
```
/add-inject <featureName>
```
**Note:** This creates a game UI injection (modifies existing game UI). For Gemini HUD UI, use `/add-component` or `/add-section`.
---
## Step 1: Ask Questions
### 1. Injection Purpose
```
What game UI element does this modify?
Brief description:
```
### 2. Target Elements
```
Which game UI elements are targeted?
Examples:
- Inventory panel
- Shop interface
- Player stats display
- Game toolbar
- Chat window
```
### 3. Modification Type
```
What modifications are made?
[ ] Add new elements (buttons, indicators, overlays)
[ ] Modify existing elements (styles, text, attributes)
[ ] Add event listeners (click handlers, observers)
[ ] Inject data displays (stats, timers, counters)
```
### 4. Game Data
```
Does it need game data?
A) Static data → MGData
B) Real-time state → Globals
C) Both
D) None
```
### 5. Sprites
```
Does it display game sprites? → MGSprite.toCanvas()
```
### 6. Persistence
```
Does it need persistent state?
A) Yes - User preferences saved
B) No - Stateless
```
---
## Step 2: Create Structure
```
src/ui/inject/qol/<featureName>/
├── index.ts # Public API (init, destroy, isEnabled)
├── inject.ts # DOM injection logic
├── styles.css.ts # Scoped styles (optional)
└── state.ts # Persistent state (optional)
```
---
## Step 3: File Templates
### index.ts
```typescript
/**
* <FeatureName> Game UI Injection
*
* <Description of what it modifies>
*/
import { injectElements, removeElements } from './inject';
// ─────────────────────────────────────────────────────────────────────────────
// State
// ─────────────────────────────────────────────────────────────────────────────
let injected = false;
const cleanups: (() => void)[] = [];
// ─────────────────────────────────────────────────────────────────────────────
// Public API
// ─────────────────────────────────────────────────────────────────────────────
export const <FeatureName>Inject = {
/**
* Inject into game UI
* Idempotent - safe to call multiple times
*/
init(): void {
if (injected) return;
injected = true;
const cleanup = injectElements();
if (cleanup) cleanups.push(cleanup);
console.log('[<FeatureName>Inject] Initialized');
},
/**
* Remove all injected elements
* Idempotent - safe to call multiple times
*/
destroy(): void {
if (!injected) return;
cleanups.forEach(fn => fn());
cleanups.length = 0;
removeElements();
injected = false;
console.log('[<FeatureName>Inject] Destroyed');
},
/**
* Check if injection is active
*/
isEnabled(): boolean {
return injected;
},
};
```
### inject.ts
```typescript
/**
* <FeatureName> DOM Injection Logic
*/
import { <featureName>Css } from './styles.css';
// If using sprites:
// import { MGSprite } from '../../../../modules/sprite';
// If using game data:
// import { MGData } from '../../../../modules/data';
// If using globals:
// import { getMyInventory } from '../../../../globals/variables/myInventory';
// ─────────────────────────────────────────────────────────────────────────────
// Constants
// ─────────────────────────────────────────────────────────────────────────────
const CONTAINER_SELECTOR = '.game-ui-container'; // Adjust to target element
const INJECT_CLASS = 'gemini-qol-<featureName>';
// ─────────────────────────────────────────────────────────────────────────────
// Injection
// ─────────────────────────────────────────────────────────────────────────────
export function injectElements(): (() => void) | null {
const container = document.querySelector(CONTAINER_SELECTOR);
if (!container) {
console.warn('[<FeatureName>Inject] Container not found');
return null;
}
const cleanups: (() => void)[] = [];
// Inject styles
const style = document.createElement('style');
style.textContent = <featureName>Css;
style.setAttribute('data-gemini', '<featureName>');
document.head.appendChild(style);
cleanups.push(() => style.remove());
// Create injected element
const wrapper = document.createElement('div');
wrapper.className = INJECT_CLASS;
// ... build element
container.appendChild(wrapper);
cleanups.push(() => wrapper.remove());
// Add event listeners (track for cleanup!)
const handleClick = () => { /* ... */ };
wrapper.addEventListener('click', handleClick);
cleanups.push(() => wrapper.removeEventListener('click', handleClick));
// Subscribe to globals (track for cleanup!)
// const unsub = getMyInventory().subscribe((inv) => { /* update UI */ });
// cleanups.push(unsub);
// Return combined cleanup
return () => {
cleanups.forEach(fn => fn());
};
}
export function removeElements(): void {
// Remove all injected elements by class
document.querySelectorAll(`.${INJECT_CLASS}`).forEach(el => el.remove());
// Remove injected styles
document.querySelectorAll('style[data-gemini="<featureName>"]').forEach(el => el.remove());
}
```
### styles.css.ts
```typescript
/**
* <FeatureName> Injection Styles
*
* Scoped to .gemini-qol-<featureName>
*/
export const <featureName>Css = `
.gemini-qol-<featureName> {
/* Use CSS variables when possible */
position: absolute;
z-index: 100;
}
.gemini-qol-<featureName>__button {
background: var(--color-primary, #4a9eff);
color: var(--color-text, #fff);
border: none;
border-radius: 4px;
padding: 8px 12px;
cursor: pointer;
min-height: 44px; /* Touch-friendly */
}
.gemini-qol-<featureName>__button:hover {
opacity: 0.9;
}
`;
```
### state.ts (if persistent)
```typescript
/**
* <FeatureName> Injection State
*/
import { storageGet, storageSet } from '../../../../utils/storage';
const STORAGE_KEY = 'inject:<featureName>:config';
export interface <FeatureName>Config {
enabled: boolean;
// ... other settings
}
const DEFAULT_CONFIG: <FeatureName>Config = {
enabled: true,
};
export function loadConfig(): <FeatureName>Config {
return storageGet(STORAGE_KEY, DEFAULT_CONFIG);
}
export function saveConfig(config: <FeatureName>Config): void {
storageSet(STORAGE_KEY, config);
}
```
---
## Step 4: Register (if standalone)
If this injection is standalone (not part of a feature):
### Export → `src/ui/inject/qol/index.ts`
```typescript
export { <FeatureName>Inject } from './<featureName>';
```
### Initialize in bootstrap or feature
```typescript
import { <FeatureName>Inject } from '../../ui/inject/qol/<featureName>';
// Initialize
<FeatureName>Inject.init();
// Cleanup
<FeatureName>Inject.destroy();
```
---
## Step 5: Validate
### Structure
- [ ] `index.ts` with `init()`, `destroy()`, `isEnabled()`
- [ ] `inject.ts` with `injectElements()`, `removeElements()`
- [ ] `styles.css.ts` with scoped classes
- [ ] `state.ts` (if persistent)
### Lifecycle
- [ ] `init()` is idempotent (guard against double-inject)
- [ ] `destroy()` removes ALL injected elements
- [ ] All event listeners tracked and removed
- [ ] All MutationObservers disconnected
- [ ] All intervals/timeouts cleared
- [ ] All Global subscriptions unsubscribed
### Styling
- [ ] Classes prefixed with `gemini-qol-<name>`
- [ ] Uses CSS variables where possible
- [ ] Touch-friendly (44px min targets)
- [ ] Styles removed on destroy
### Game Data (if applicable)
- [ ] Uses `MGData.get()` (no hardcoded data)
- [ ] Uses `MGSprite.toCanvas()` (no hardcoded sprite paths)
- [ ] Globals subscribed with cleanup
### Boundaries
- [ ] Only modifies game UI (never Gemini HUD)
- [ ] No imports from `src/ui/components/` or `src/ui/hud/`
- [ ] No Shadow DOM
---
## Integration with Features
If the injection is part of a feature:
```typescript
// In src/features/<featureName>/index.ts
import { <FeatureName>Inject } from '../../ui/inject/qol/<featureName>';
function init(): void {
// ... feature init
<FeatureName>Inject.init();
}
function destroy(): void {
<FeatureName>Inject.destroy();
// ... feature cleanup
}
```
---
## References
- Rules: `.claude/rules/ui/ui.inject.md`
- Existing injections: `src/ui/inject/qol/*/`
- Storage: `src/utils/storage.ts`
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.
Resource notes updated 2026-10-27 · Original instructions by Ariedam64