Badge Buddy Sprite Club
A portable design language for agents: download the markdown first, then inspect the preview, tokens, and rules as needed.
Download DESIGN.md
Portable DESIGN.md source of truth for most agents and apps.
specification
philosophy
tokens
borders4 items
- accent width
- 5px
- character
- ink-blue rounded-square outlines with stepped pixel tabs on selected or reward-bearing components
- default width
- 3px
- style
- solid
colors12 items
motion3 items
- duration
- 180ms
- easing
- cubic-bezier(.2,.8,.2,1)
- philosophy
- Small bounce-and-snap feedback for collection, selection, and mascot reactions; no looping arcade animation.
radii5 items
- full
- 9999px
- lg
- 22px
- md
- 14px
- none
- 0
- sm
- 8px
shadows3 items
- lg
- 12px 12px 0 #B9CAFF
- md
- 8px 8px 0 #C9D8FF
- sm
- 4px 4px 0 #DDE6FF
spacing2 items
- base
- 8px
- scale
- 4, 8, 12, 16, 24, 32, 48, 64
surfaces3 items
- bg pattern
- Sparse oversized bitmap confetti and faint 8px grid dots, never a full noisy checkerboard.
- card style
- Rounded-square pixel cards with stepped notch corners, 3px outline, and small mascot or badge anchor tiles.
- treatment
- Flat cream and white surfaces with inset 8px tile seams, blueberry outlines, and offset candy-color block shadows.
typography8 items
- base size
- 16px
- body font
- Atkinson Hyperlegible
- google fonts url
- https://fonts.googleapis.com/css2?family=Atkinson+Hyperlegible:wght@400;700&family=Baloo+2:wght@600;700;800&family=Pixelify+Sans:wght@500;600;700&display=swap
- heading font
- Baloo 2
- letter spacing
- -0.01em
- line height
- 1.5
- mono font
- Pixelify Sans
- scale ratio
- 1.22
rules
Lead with one large quest-map or collection-board artifact, then place smaller mascot guidance, badge inventory, and class progress panels around it on a visible 8px grid.
Medium playful density: many small collectible objects are allowed, but each cluster must sit inside clear roomy cards with 16px to 24px internal padding.
Use Baloo 2 for rounded chunky headings, Atkinson Hyperlegible for all learning copy, and Pixelify Sans only for compact counters, map coordinates, and badge codes.
layout
mobile 375px, tablet 768px, desktop 1440px
Desktop uses a 12-column layout over an 8px baseline with a 7-column quest-board hero, 3-column guidance rail, and 2-column badge tray; tablet and mobile stack the hero first.
Use 32px to 48px outside padding on desktop, 24px on tablet, and 16px on mobile; preserve 8px seams inside tile clusters and 16px gaps between badges.
guidance
- Make every decorative pixel also explain state, progress, selection, or reward.
- Use one committed rounded-square radius scale across panels, controls, badges, and mascot tiles.
- Keep body text highly legible and reserve pixel typography for short collectible labels.
- Design complete product scenes for children and teachers with real tasks, rows, controls, and states.
- Do not use black terminal surfaces, neon cyberpunk palettes, or harsh retro arcade contrast.
- Do not scatter random pixels as decoration without a grid or state purpose.
- Do not mix pill blobs, sharp squares, and arbitrary plush radii in the same screen.
- Do not let mascot illustration replace navigation, forms, tables, or responsive product structure.
katagami spec
# Badge Buddy Sprite Club ## Philosophy A kid-friendly product language for classroom quests, sticker collections, and mascot-led learning dashboards where pixel art becomes a soft system of rounded square tiles, expressive sprite faces, and collectible badge states rather than hard retro nostalgia. ### Values - gentle primary color confidence - friendly sprite character without childish clutter - collectible progress clarity - rounded-square pixel discipline - accessible learning-product warmth ### Anti-Values - sharp arcade austerity or black CRT nostalgia - random sticker overload that hides hierarchy - mixed arbitrary radii that make the system generically plush - pixel fonts used for paragraphs or complex instructions ### Visual Character - Every panel and control is built from an 8px bitmap grid with 14px rounded-square corners, visible tile seams, and stepped corner notches instead of generic cards. - Mascot expressions are composed from tiny rounded square eyes, blush pixels, and mouth tiles that live inside badges, empty states, and progress confirmations. - Soft primary color blocks sit on a warm cream canvas with thick blueberry outlines, small offset candy shadows, and no gradients or glass effects. - Collectible badges use layered square-pixel medallions, ribbon tabs, and count chips so rewards, status, and navigation share one reusable object grammar. - Dense information is grouped into playful tilesets: lesson rows, inventory slots, and progress maps snap to fixed pixel cells while body copy stays spacious and readable. ## Tokens ### Borders - **Accent Width**: 5px - **Character**: ink-blue rounded-square outlines with stepped pixel tabs on selected or reward-bearing components - **Default Width**: 3px - **Style**: solid ### Colors | Name | Value | |------|-------| | accent | `#FF7AA8` | | background | `#FFF7E8` | | border | `#2F4F9C` | | error | `#E65353` | | info | `#5BC7E8` | | muted | `#7280A8` | | primary | `#4F7CFF` | | secondary | `#FFCF4A` | | success | `#42B883` | | surface | `#FFFFFF` | | text | `#26345D` | | warning | `#F6A83B` | ### Motion - **Duration**: 180ms - **Easing**: cubic-bezier(.2,.8,.2,1) - **Philosophy**: Small bounce-and-snap feedback for collection, selection, and mascot reactions; no looping arcade animation. ### Radii - **Full**: 9999px - **Lg**: 22px - **Md**: 14px - **None**: 0 - **Sm**: 8px ### Shadows - **Lg**: 12px 12px 0 #B9CAFF - **Md**: 8px 8px 0 #C9D8FF - **Sm**: 4px 4px 0 #DDE6FF ### Spacing - **Base**: 8px - **Scale**: [4,8,12,16,24,32,48,64] ### Surfaces - **Bg Pattern**: Sparse oversized bitmap confetti and faint 8px grid dots, never a full noisy checkerboard. - **Card Style**: Rounded-square pixel cards with stepped notch corners, 3px outline, and small mascot or badge anchor tiles. - **Treatment**: Flat cream and white surfaces with inset 8px tile seams, blueberry outlines, and offset candy-color block shadows. ### Typography - **Base Size**: 16px - **Body Font**: Atkinson Hyperlegible - **Google Fonts Url**: https://fonts.googleapis.com/css2?family=Atkinson+Hyperlegible:wght@400;700&family=Baloo+2:wght@600;700;800&family=Pixelify+Sans:wght@500;600;700&display=swap - **Heading Font**: Baloo 2 - **Letter Spacing**: -0.01em - **Line Height**: 1.5 - **Mono Font**: Pixelify Sans - **Scale Ratio**: 1.22 ## Rules ### Composition Lead with one large quest-map or collection-board artifact, then place smaller mascot guidance, badge inventory, and class progress panels around it on a visible 8px grid. ### Density Medium playful density: many small collectible objects are allowed, but each cluster must sit inside clear roomy cards with 16px to 24px internal padding. ### Hierarchy Use Baloo 2 for rounded chunky headings, Atkinson Hyperlegible for all learning copy, and Pixelify Sans only for compact counters, map coordinates, and badge codes. ### Signature Patterns - Use CSS grid tracks sized in 8px multiples to create rounded square pixel tiles, inventory slots, and progress maps with consistent cell seams. - Build mascot faces from CSS variables and tiny rounded square pseudo-elements so expressions can appear on cards, badges, and empty states. - Attach stepped pixel tabs to selected cards with box-shadow offsets and square sub-pixels rather than gradients, ribbons, or skeuomorphic badges. - Represent progress as collectible medallion stacks with count chips, ribbon tabs, and completion stamps sharing the same blueberry outline geometry. ## Layout ### Breakpoints mobile 375px, tablet 768px, desktop 1440px ### Grid Desktop uses a 12-column layout over an 8px baseline with a 7-column quest-board hero, 3-column guidance rail, and 2-column badge tray; tablet and mobile stack the hero first. ### Whitespace Use 32px to 48px outside padding on desktop, 24px on tablet, and 16px on mobile; preserve 8px seams inside tile clusters and 16px gaps between badges. ## Guidance ### Do - Make every decorative pixel also explain state, progress, selection, or reward. - Use one committed rounded-square radius scale across panels, controls, badges, and mascot tiles. - Keep body text highly legible and reserve pixel typography for short collectible labels. - Design complete product scenes for children and teachers with real tasks, rows, controls, and states. ### Don't - Do not use black terminal surfaces, neon cyberpunk palettes, or harsh retro arcade contrast. - Do not scatter random pixels as decoration without a grid or state purpose. - Do not mix pill blobs, sharp squares, and arbitrary plush radii in the same screen. - Do not let mascot illustration replace navigation, forms, tables, or responsive product structure.
DESIGN.md
---
version: "alpha"
name: "Badge Buddy Sprite Club"
description: "Agent-curated design language exported from Katagami as DESIGN.md."
colors:
accent: "#FF7AA8"
background: "#FFF7E8"
border: "#2F4F9C"
error: "#E65353"
info: "#5BC7E8"
muted: "#7280A8"
primary: "#4F7CFF"
secondary: "#FFCF4A"
success: "#42B883"
surface: "#FFFFFF"
text: "#26345D"
warning: "#F6A83B"
typography:
headline-lg:
fontFamily: "Baloo 2"
fontSize: "1.816rem"
fontWeight: 700
lineHeight: 1.1
letterSpacing: "-0.01em"
headline-md:
fontFamily: "Baloo 2"
fontSize: "1.488rem"
fontWeight: 600
lineHeight: 1.15
letterSpacing: "-0.01em"
body-md:
fontFamily: "Atkinson Hyperlegible"
fontSize: "16px"
fontWeight: 400
lineHeight: 1.5
letterSpacing: "-0.01em"
label-md:
fontFamily: "Pixelify Sans"
fontSize: "0.75rem"
fontWeight: 600
lineHeight: 1
letterSpacing: "0.08em"
rounded:
full: "9999px"
lg: "22px"
md: "14px"
none: "0px"
sm: "8px"
spacing:
base: "8px"
xs: "4px"
sm: "8px"
md: "12px"
lg: "16px"
xl: "24px"
2xl: "32px"
3xl: "48px"
4xl: "64px"
components:
color-reference-accent:
backgroundColor: "{colors.accent}"
color-reference-background:
backgroundColor: "{colors.background}"
color-reference-border:
backgroundColor: "{colors.border}"
color-reference-error:
backgroundColor: "{colors.error}"
color-reference-info:
backgroundColor: "{colors.info}"
color-reference-muted:
backgroundColor: "{colors.muted}"
color-reference-primary:
backgroundColor: "{colors.primary}"
color-reference-secondary:
backgroundColor: "{colors.secondary}"
color-reference-success:
backgroundColor: "{colors.success}"
color-reference-surface:
backgroundColor: "{colors.surface}"
color-reference-text:
backgroundColor: "{colors.text}"
color-reference-warning:
backgroundColor: "{colors.warning}"
button-primary:
backgroundColor: "{colors.primary}"
textColor: "#000000"
typography: "{typography.label-md}"
rounded: "{rounded.md}"
padding: "{spacing.md}"
card-surface:
backgroundColor: "{colors.surface}"
textColor: "{colors.text}"
rounded: "{rounded.md}"
padding: "{spacing.md}"
input-default:
backgroundColor: "{colors.surface}"
textColor: "{colors.text}"
rounded: "{rounded.md}"
height: "44px"
---
# Badge Buddy Sprite Club
## Overview
A kid-friendly product language for classroom quests, sticker collections, and mascot-led learning dashboards where pixel art becomes a soft system of rounded square tiles, expressive sprite faces, and collectible badge states rather than hard retro nostalgia.
### Values
- gentle primary color confidence
- friendly sprite character without childish clutter
- collectible progress clarity
- rounded-square pixel discipline
- accessible learning-product warmth
### Anti-Values
- sharp arcade austerity or black CRT nostalgia
- random sticker overload that hides hierarchy
- mixed arbitrary radii that make the system generically plush
- pixel fonts used for paragraphs or complex instructions
### Visual Character
- Every panel and control is built from an 8px bitmap grid with 14px rounded-square corners, visible tile seams, and stepped corner notches instead of generic cards.
- Mascot expressions are composed from tiny rounded square eyes, blush pixels, and mouth tiles that live inside badges, empty states, and progress confirmations.
- Soft primary color blocks sit on a warm cream canvas with thick blueberry outlines, small offset candy shadows, and no gradients or glass effects.
- Collectible badges use layered square-pixel medallions, ribbon tabs, and count chips so rewards, status, and navigation share one reusable object grammar.
- Dense information is grouped into playful tilesets: lesson rows, inventory slots, and progress maps snap to fixed pixel cells while body copy stays spacious and readable.
## Colors
Use the YAML color tokens as the normative palette. The prose below names the roles agents should preserve when generating UI.
| Token | Value |
|-------|-------|
| accent | `#FF7AA8` |
| background | `#FFF7E8` |
| border | `#2F4F9C` |
| error | `#E65353` |
| info | `#5BC7E8` |
| muted | `#7280A8` |
| primary | `#4F7CFF` |
| secondary | `#FFCF4A` |
| success | `#42B883` |
| surface | `#FFFFFF` |
| text | `#26345D` |
| warning | `#F6A83B` |
## Typography
- **Headline-Lg**: Baloo 2, 1.816rem, weight 700, line-height 1.1.
- **Headline-Md**: Baloo 2, 1.488rem, weight 600, line-height 1.15.
- **Body-Md**: Atkinson Hyperlegible, 16px, weight 400, line-height 1.5.
- **Label-Md**: Pixelify Sans, 0.75rem, weight 600, line-height 1.
## Layout
### Spacing Tokens
- **Base**: `8px`
- **Xs**: `4px`
- **Sm**: `8px`
- **Md**: `12px`
- **Lg**: `16px`
- **Xl**: `24px`
- **2xl**: `32px`
- **3xl**: `48px`
- **4xl**: `64px`
### Breakpoints
mobile 375px, tablet 768px, desktop 1440px
### Grid
Desktop uses a 12-column layout over an 8px baseline with a 7-column quest-board hero, 3-column guidance rail, and 2-column badge tray; tablet and mobile stack the hero first.
### Whitespace
Use 32px to 48px outside padding on desktop, 24px on tablet, and 16px on mobile; preserve 8px seams inside tile clusters and 16px gaps between badges.
## Elevation & Depth
### Shadows
- **Lg**: 12px 12px 0 #B9CAFF
- **Md**: 8px 8px 0 #C9D8FF
- **Sm**: 4px 4px 0 #DDE6FF
## Shapes
### Rounded
- **Full**: `9999px`
- **Lg**: `22px`
- **Md**: `14px`
- **None**: `0px`
- **Sm**: `8px`
### Surfaces
- **Bg Pattern**: Sparse oversized bitmap confetti and faint 8px grid dots, never a full noisy checkerboard.
- **Card Style**: Rounded-square pixel cards with stepped notch corners, 3px outline, and small mascot or badge anchor tiles.
- **Treatment**: Flat cream and white surfaces with inset 8px tile seams, blueberry outlines, and offset candy-color block shadows.
### Borders
- **Accent Width**: 5px
- **Character**: ink-blue rounded-square outlines with stepped pixel tabs on selected or reward-bearing components
- **Default Width**: 3px
- **Style**: solid
## Components
### Composition
Lead with one large quest-map or collection-board artifact, then place smaller mascot guidance, badge inventory, and class progress panels around it on a visible 8px grid.
### Density
Medium playful density: many small collectible objects are allowed, but each cluster must sit inside clear roomy cards with 16px to 24px internal padding.
### Hierarchy
Use Baloo 2 for rounded chunky headings, Atkinson Hyperlegible for all learning copy, and Pixelify Sans only for compact counters, map coordinates, and badge codes.
### Signature Patterns
- Use CSS grid tracks sized in 8px multiples to create rounded square pixel tiles, inventory slots, and progress maps with consistent cell seams.
- Build mascot faces from CSS variables and tiny rounded square pseudo-elements so expressions can appear on cards, badges, and empty states.
- Attach stepped pixel tabs to selected cards with box-shadow offsets and square sub-pixels rather than gradients, ribbons, or skeuomorphic badges.
- Represent progress as collectible medallion stacks with count chips, ribbon tabs, and completion stamps sharing the same blueberry outline geometry.
## shadcn/ui Usage
When the target app uses shadcn/ui, copy DESIGN.md with shadcn instead of the plain DESIGN.md. It contains the same Katagami design-language source plus the shadcn/ui primitives, imports, theme variables, component recipes, and preview-shot guidance.
DESIGN.md with shadcn: `/language/en-019e66f7-7edc-7102-9258-d94ed8b0be0f/DESIGN.with-shadcn.md`.
The shadcn page also exposes optional machine-readable files for automation, but the human-facing handoff is DESIGN.md with shadcn.
Install recommended primitives with `npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table`.
Use these primitives in shadcn apps:
- button
- card
- input
- textarea
- select
- dialog
- sheet
- tabs
- badge
- separator
- checkbox
- switch
- slider
- tooltip
- dropdown-menu
- table
Implementation rule for agents: import shadcn primitives from `@/components/ui/*`, apply the generated CSS variables first, then compose the language-specific recipes from the companion MD. Katagami remains the source of truth; shadcn names are the implementation surface.
## Do's and Don'ts
- Do Make every decorative pixel also explain state, progress, selection, or reward.
- Do Use one committed rounded-square radius scale across panels, controls, badges, and mascot tiles.
- Do Keep body text highly legible and reserve pixel typography for short collectible labels.
- Do Design complete product scenes for children and teachers with real tasks, rows, controls, and states.
- Don't Do not use black terminal surfaces, neon cyberpunk palettes, or harsh retro arcade contrast.
- Don't Do not scatter random pixels as decoration without a grid or state purpose.
- Don't Do not mix pill blobs, sharp squares, and arbitrary plush radii in the same screen.
- Don't Do not let mascot illustration replace navigation, forms, tables, or responsive product structure.
shadcn/ui theme
```json
{
"$schema": "https://ui.shadcn.com/schema/registry-item.json",
"name": "badge-buddy-sprite-club",
"type": "registry:theme",
"title": "Badge Buddy Sprite Club shadcn Theme",
"cssVars": {
"theme": {},
"light": {
"background": "#FFF7E8",
"foreground": "#26345D",
"card": "#FFFFFF",
"card-foreground": "#26345D",
"popover": "#FFFFFF",
"popover-foreground": "#26345D",
"primary": "#4F7CFF",
"primary-foreground": "#ffffff",
"secondary": "#FFCF4A",
"secondary-foreground": "#111111",
"muted": "#7280A8",
"muted-foreground": "#26345D",
"accent": "#FF7AA8",
"accent-foreground": "#ffffff",
"destructive": "#E65353",
"border": "#2F4F9C",
"input": "#2F4F9C",
"ring": "#FF7AA8",
"chart-1": "#4F7CFF",
"chart-2": "#FFCF4A",
"chart-3": "#FF7AA8",
"chart-4": "#42B883",
"chart-5": "#F6A83B",
"sidebar": "#FFFFFF",
"sidebar-foreground": "#26345D",
"sidebar-primary": "#4F7CFF",
"sidebar-primary-foreground": "#ffffff",
"sidebar-accent": "#5BC7E8",
"sidebar-accent-foreground": "#ffffff",
"sidebar-border": "#2F4F9C",
"sidebar-ring": "#FF7AA8",
"radius": "14px"
},
"dark": {
"background": "#0f1115",
"foreground": "#f8fafc",
"card": "#181b22",
"card-foreground": "#f8fafc",
"popover": "#181b22",
"popover-foreground": "#f8fafc",
"primary": "#4F7CFF",
"primary-foreground": "#ffffff",
"secondary": "#252a33",
"secondary-foreground": "#f8fafc",
"muted": "#252a33",
"muted-foreground": "#a1a1aa",
"accent": "#FF7AA8",
"accent-foreground": "#ffffff",
"destructive": "#E65353",
"border": "#303642",
"input": "#303642",
"ring": "#FF7AA8",
"chart-1": "#4F7CFF",
"chart-2": "#FFCF4A",
"chart-3": "#FF7AA8",
"chart-4": "#42B883",
"chart-5": "#F6A83B",
"sidebar": "#181b22",
"sidebar-foreground": "#f8fafc",
"sidebar-primary": "#4F7CFF",
"sidebar-primary-foreground": "#ffffff",
"sidebar-accent": "#FF7AA8",
"sidebar-accent-foreground": "#ffffff",
"sidebar-border": "#303642",
"sidebar-ring": "#FF7AA8",
"radius": "14px"
}
},
"meta": {
"source": "katagami",
"languageId": "en-019e66f7-7edc-7102-9258-d94ed8b0be0f",
"slug": "badge-buddy-sprite-club",
"componentManifest": [
"button",
"card",
"input",
"textarea",
"select",
"dialog",
"sheet",
"tabs",
"badge",
"separator",
"checkbox",
"switch",
"slider",
"tooltip",
"dropdown-menu",
"table"
],
"installCommand": "npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table",
"nativeTokenNames": {
"borders": [
"accent_width",
"character",
"default_width",
"style"
],
"colors": [
"accent",
"background",
"border",
"error",
"info",
"muted",
"primary",
"secondary",
"success",
"surface",
"text",
"warning"
],
"motion": [
"duration",
"easing",
"philosophy"
],
"radii": [
"full",
"lg",
"md",
"none",
"sm"
],
"shadows": [
"lg",
"md",
"sm"
],
"spacing": [
"base",
"scale"
],
"surfaces": [
"bg_pattern",
"card_style",
"treatment"
],
"typography": [
"base_size",
"body_font",
"google_fonts_url",
"heading_font",
"letter_spacing",
"line_height",
"mono_font",
"scale_ratio"
]
}
}
}
```embodiments
at a glance
Typography
The quick brown fox jumps
The quick brown fox jumps
The quick brown fox jumps
The quick brown fox jumps
Components
Components rendered with this language’s tokens — colors, type, and rounded corners as specified.
Spacing
- base8px
- xs4px
- sm8px
- md12px
- lg16px
- xl24px
- 2xl32px
- 3xl48px
- 4xl64px
Shape
implementation kit
DESIGN.md with shadcn
Copy this when the target app uses shadcn/ui. It packages the Katagami DESIGN.md context with the install list, theme variables, component recipes, preview-shot contract, and starter TSX in one Markdown companion.
advanced implementation filesoptional machine-readable theme, CSS, TSX starter, recipes, and preview contract
npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table:root {
--background: #FFF7E8;
--foreground: #26345D;
--card: #FFFFFF;
--card-foreground: #26345D;
--popover: #FFFFFF;
--popover-foreground: #26345D;
--primary: #4F7CFF;
--primary-foreground: #ffffff;
--secondary: #FFCF4A;
--secondary-foreground: #111111;
--muted: #7280A8;
--muted-foreground: #26345D;
--accent: #FF7AA8;
--accent-foreground: #ffffff;
--destructive: #E65353;
--border: #2F4F9C;
--input: #2F4F9C;
--ring: #FF7AA8;
--chart-1: #4F7CFF;
--chart-2: #FFCF4A;
--chart-3: #FF7AA8;
--chart-4: #42B883;
--chart-5: #F6A83B;
--sidebar: #FFFFFF;
--sidebar-foreground: #26345D;
--sidebar-primary: #4F7CFF;
--sidebar-primary-foreground: #ffffff;
--sidebar-accent: #5BC7E8;
--sidebar-accent-foreground: #ffffff;
--sidebar-border: #2F4F9C;
--sidebar-ring: #FF7AA8;
--radius: 14px;
}
.dark {
--background: #0f1115;
--foreground: #f8fafc;
--card: #181b22;
--card-foreground: #f8fafc;
--popover: #181b22;
--popover-foreground: #f8fafc;
--primary: #4F7CFF;
--primary-foreground: #ffffff;
--secondary: #252a33;
--secondary-foreground: #f8fafc;
--muted: #252a33;
--muted-foreground: #a1a1aa;
--accent: #FF7AA8;
--accent-foreground: #ffffff;
--destructive: #E65353;
--border: #303642;
--input: #303642;
--ring: #FF7AA8;
--chart-1: #4F7CFF;
--chart-2: #FFCF4A;
--chart-3: #FF7AA8;
--chart-4: #42B883;
--chart-5: #F6A83B;
--sidebar: #181b22;
--sidebar-foreground: #f8fafc;
--sidebar-primary: #4F7CFF;
--sidebar-primary-foreground: #ffffff;
--sidebar-accent: #FF7AA8;
--sidebar-accent-foreground: #ffffff;
--sidebar-border: #303642;
--sidebar-ring: #FF7AA8;
--radius: 14px;
}
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import {
Card,
CardContent,
CardDescription,
CardFooter,
CardHeader,
CardTitle,
} from "@/components/ui/card";
import { Input } from "@/components/ui/input";
import { Tabs, TabsList, TabsTrigger } from "@/components/ui/tabs";
export function BadgeBuddySpriteClubShadcnKit() {
return (
<section className="grid gap-4 rounded-[var(--radius)] border bg-background p-4 text-foreground">
<div className="flex items-start justify-between gap-4">
<div>
<Badge variant="outline">shadcn/ui</Badge>
<h2 className="mt-3 text-2xl font-semibold tracking-tight">Badge Buddy Sprite Club</h2>
<p className="mt-1 max-w-xl text-sm text-muted-foreground">
Use the Katagami registry theme, then compose these shadcn primitives
with the language-specific component recipes.
</p>
</div>
<Button>Apply theme</Button>
</div>
<Tabs defaultValue="components">
<TabsList>
<TabsTrigger value="components">Components</TabsTrigger>
<TabsTrigger value="states">States</TabsTrigger>
<TabsTrigger value="export">Export</TabsTrigger>
</TabsList>
</Tabs>
<Card>
<CardHeader>
<CardTitle>Component recipe</CardTitle>
<CardDescription>
Replace this starter content with the agent-authored product scene
from components.md and preview-shots.json.
</CardDescription>
</CardHeader>
<CardContent className="grid gap-3 sm:grid-cols-[1fr_auto]">
<Input defaultValue="Tokenized shadcn surface" aria-label="Recipe name" />
<Button variant="secondary">Preview state</Button>
</CardContent>
<CardFooter className="justify-between">
<Badge>Ready</Badge>
<Button variant="outline">Copy recipe</Button>
</CardFooter>
</Card>
</section>
);
}
{
"$schema": "https://ui.shadcn.com/schema/registry-item.json",
"name": "badge-buddy-sprite-club",
"type": "registry:theme",
"title": "Badge Buddy Sprite Club shadcn Theme",
"cssVars": {
"theme": {},
"light": {
"background": "#FFF7E8",
"foreground": "#26345D",
"card": "#FFFFFF",
"card-foreground": "#26345D",
"popover": "#FFFFFF",
"popover-foreground": "#26345D",
"primary": "#4F7CFF",
"primary-foreground": "#ffffff",
"secondary": "#FFCF4A",
"secondary-foreground": "#111111",
"muted": "#7280A8",
"muted-foreground": "#26345D",
"accent": "#FF7AA8",
"accent-foreground": "#ffffff",
"destructive": "#E65353",
"border": "#2F4F9C",
"input": "#2F4F9C",
"ring": "#FF7AA8",
"chart-1": "#4F7CFF",
"chart-2": "#FFCF4A",
"chart-3": "#FF7AA8",
"chart-4": "#42B883",
"chart-5": "#F6A83B",
"sidebar": "#FFFFFF",
"sidebar-foreground": "#26345D",
"sidebar-primary": "#4F7CFF",
"sidebar-primary-foreground": "#ffffff",
"sidebar-accent": "#5BC7E8",
"sidebar-accent-foreground": "#ffffff",
"sidebar-border": "#2F4F9C",
"sidebar-ring": "#FF7AA8",
"radius": "14px"
},
"dark": {
"background": "#0f1115",
"foreground": "#f8fafc",
"card": "#181b22",
"card-foreground": "#f8fafc",
"popover": "#181b22",
"popover-foreground": "#f8fafc",
"primary": "#4F7CFF",
"primary-foreground": "#ffffff",
"secondary": "#252a33",
"secondary-foreground": "#f8fafc",
"muted": "#252a33",
"muted-foreground": "#a1a1aa",
"accent": "#FF7AA8",
"accent-foreground": "#ffffff",
"destructive": "#E65353",
"border": "#303642",
"input": "#303642",
"ring": "#FF7AA8",
"chart-1": "#4F7CFF",
"chart-2": "#FFCF4A",
"chart-3": "#FF7AA8",
"chart-4": "#42B883",
"chart-5": "#F6A83B",
"sidebar": "#181b22",
"sidebar-foreground": "#f8fafc",
"sidebar-primary": "#4F7CFF",
"sidebar-primary-foreground": "#ffffff",
"sidebar-accent": "#FF7AA8",
"sidebar-accent-foreground": "#ffffff",
"sidebar-border": "#303642",
"sidebar-ring": "#FF7AA8",
"radius": "14px"
}
},
"meta": {
"source": "katagami",
"languageId": "en-019e66f7-7edc-7102-9258-d94ed8b0be0f",
"slug": "badge-buddy-sprite-club",
"componentManifest": [
"button",
"card",
"input",
"textarea",
"select",
"dialog",
"sheet",
"tabs",
"badge",
"separator",
"checkbox",
"switch",
"slider",
"tooltip",
"dropdown-menu",
"table"
],
"installCommand": "npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table",
"nativeTokenNames": {
"borders": [
"accent_width",
"character",
"default_width",
"style"
],
"colors": [
"accent",
"background",
"border",
"error",
"info",
"muted",
"primary",
"secondary",
"success",
"surface",
"text",
"warning"
],
"motion": [
"duration",
"easing",
"philosophy"
],
"radii": [
"full",
"lg",
"md",
"none",
"sm"
],
"shadows": [
"lg",
"md",
"sm"
],
"spacing": [
"base",
"scale"
],
"surfaces": [
"bg_pattern",
"card_style",
"treatment"
],
"typography": [
"base_size",
"body_font",
"google_fonts_url",
"heading_font",
"letter_spacing",
"line_height",
"mono_font",
"scale_ratio"
]
}
}
}
# Badge Buddy Sprite Club shadcn/ui Components
Artifact: `component-recipes-v1`
Author: `katagami-ui-projection`
Language ID: `en-019e66f7-7edc-7102-9258-d94ed8b0be0f`
Slug: `badge-buddy-sprite-club`
## Intent
A kid-friendly product language for classroom quests, sticker collections, and mascot-led learning dashboards where pixel art becomes a soft system of rounded square tiles, expressive sprite faces, and collectible badge states rather than hard retro nostalgia.
## Required primitives
- button
- card
- input
- textarea
- select
- dialog
- sheet
- tabs
- badge
- separator
- checkbox
- switch
- slider
- tooltip
- dropdown-menu
- table
Install with `npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table`.
## Token cues
Colors:
{
"accent": "#FF7AA8",
"background": "#FFF7E8",
"border": "#2F4F9C",
"error": "#E65353",
"info": "#5BC7E8",
"muted": "#7280A8",
"primary": "#4F7CFF",
"secondary": "#FFCF4A",
"success": "#42B883",
"surface": "#FFFFFF",
"text": "#26345D",
"warning": "#F6A83B"
}
Typography:
{
"base_size": "16px",
"body_font": "Atkinson Hyperlegible",
"google_fonts_url": "https://fonts.googleapis.com/css2?family=Atkinson+Hyperlegible:wght@400;700&family=Baloo+2:wght@600;700;800&family=Pixelify+Sans:wght@500;600;700&display=swap",
"heading_font": "Baloo 2",
"letter_spacing": "-0.01em",
"line_height": 1.5,
"mono_font": "Pixelify Sans",
"scale_ratio": 1.22
}
## Visual character to preserve
- Every panel and control is built from an 8px bitmap grid with 14px rounded-square corners, visible tile seams, and stepped corner notches instead of generic cards.
- Mascot expressions are composed from tiny rounded square eyes, blush pixels, and mouth tiles that live inside badges, empty states, and progress confirmations.
- Soft primary color blocks sit on a warm cream canvas with thick blueberry outlines, small offset candy shadows, and no gradients or glass effects.
- Collectible badges use layered square-pixel medallions, ribbon tabs, and count chips so rewards, status, and navigation share one reusable object grammar.
- Dense information is grouped into playful tilesets: lesson rows, inventory slots, and progress maps snap to fixed pixel cells while body copy stays spacious and readable.
## ShadSync visual profile
{
"family": "system",
"material": "flat",
"contour": "default",
"border": "solid",
"underlay": true,
"grain": false,
"stickerBadges": true,
"motion": "still",
"density": "dense",
"accents": [
"primary",
"accent",
"secondary",
"muted"
]
}
## Signature component recipes
### Button
Use `Button` for primary, secondary, outline, and ghost actions. Primary actions must expose the language's strongest contrast pair, while secondary and ghost actions should preserve the surface treatment instead of falling back to default neutral SaaS styling.
### Card
Use `Card`, `CardHeader`, `CardContent`, `CardFooter`, and `CardAction` as the main composition frame. Cards should demonstrate the language's surface, border, hierarchy, and density rules rather than appearing as generic rounded rectangles.
### Input and Textarea
Use `Input` and `Textarea` with visible focus rings, field labels, validation states, and the language's rhythm. Forms should show real product content, not placeholder-only controls.
### Select, Tabs, and Table
Use `Select`, `Tabs`, and `Table` to prove navigation, filtering, and dense data states. The table should show row rhythm, separators, hover/focus states, and an empty or status state when the language calls for it.
### Dialog and Sheet
Use `Dialog` for centered decisions and `Sheet` for contextual editing. Both should inherit the language's spacing, border, overlay, and motion rules.
## Preview shots
- `application-shell`: dashboard or workspace shell with navigation, cards, forms, and state badges.
- `detail-editor`: focused editing flow using input, textarea, select, switch/checkbox, dialog or sheet, and action buttons.
- `data-operations`: table-heavy operational view with tabs, dropdown menu affordances, badges, and destructive/empty states.
- Each preview shot must include a renderable `scene` payload with concrete headline, description, actions, and rows/fields/stats for the UI preview.
## Implementation contract
- Start from local `ui/src/components/ui` shadcn-style primitives; do not create a second component system.
- Apply `/katagami/shadcn/badge-buddy-sprite-club/registry-theme.json` variables, then use these recipes for composition and state design.
- Preserve Katagami token names as source metadata; shadcn semantic names are only the export surface.
- Do: Make every decorative pixel also explain state, progress, selection, or reward.; Use one committed rounded-square radius scale across panels, controls, badges, and mascot tiles.; Keep body text highly legible and reserve pixel typography for short collectible labels.; Design complete product scenes for children and teachers with real tasks, rows, controls, and states.
- Do not: Do not use black terminal surfaces, neon cyberpunk palettes, or harsh retro arcade contrast.; Do not scatter random pixels as decoration without a grid or state purpose.; Do not mix pill blobs, sharp squares, and arbitrary plush radii in the same screen.; Do not let mascot illustration replace navigation, forms, tables, or responsive product structure.
## Copy-paste component example
This generated starter proves the import shape. Production Katagami agents should replace it with a language-specific product composition.
```tsx
import { Badge } from "@/components/ui/badge";
import { Button } from "@/components/ui/button";
import {
Card,
CardContent,
CardDescription,
CardFooter,
CardHeader,
CardTitle,
} from "@/components/ui/card";
import { Input } from "@/components/ui/input";
import { Tabs, TabsList, TabsTrigger } from "@/components/ui/tabs";
export function BadgeBuddySpriteClubShadcnKit() {
return (
<section className="grid gap-4 rounded-[var(--radius)] border bg-background p-4 text-foreground">
<div className="flex items-start justify-between gap-4">
<div>
<Badge variant="outline">shadcn/ui</Badge>
<h2 className="mt-3 text-2xl font-semibold tracking-tight">Badge Buddy Sprite Club</h2>
<p className="mt-1 max-w-xl text-sm text-muted-foreground">
Use the Katagami registry theme, then compose these shadcn primitives
with the language-specific component recipes.
</p>
</div>
<Button>Apply theme</Button>
</div>
<Tabs defaultValue="components">
<TabsList>
<TabsTrigger value="components">Components</TabsTrigger>
<TabsTrigger value="states">States</TabsTrigger>
<TabsTrigger value="export">Export</TabsTrigger>
</TabsList>
</Tabs>
<Card>
<CardHeader>
<CardTitle>Component recipe</CardTitle>
<CardDescription>
Replace this starter content with the agent-authored product scene
from components.md and preview-shots.json.
</CardDescription>
</CardHeader>
<CardContent className="grid gap-3 sm:grid-cols-[1fr_auto]">
<Input defaultValue="Tokenized shadcn surface" aria-label="Recipe name" />
<Button variant="secondary">Preview state</Button>
</CardContent>
<CardFooter className="justify-between">
<Badge>Ready</Badge>
<Button variant="outline">Copy recipe</Button>
</CardFooter>
</Card>
</section>
);
}
```
## Layout notes
{
"breakpoints": "mobile 375px, tablet 768px, desktop 1440px",
"grid": "Desktop uses a 12-column layout over an 8px baseline with a 7-column quest-board hero, 3-column guidance rail, and 2-column badge tray; tablet and mobile stack the hero first.",
"whitespace": "Use 32px to 48px outside padding on desktop, 24px on tablet, and 16px on mobile; preserve 8px seams inside tile clusters and 16px gaps between badges."
}
{
"artifact": "katagami:shadcn-preview-shots",
"version": "preview-shots-v1",
"generator": "katagami-ui-compatibility-projection",
"generatedBy": "katagami-ui-projection",
"requiresVisualProfile": true,
"schema": "katagami:shadcn-preview-shots/renderable-v1",
"renderable": true,
"language": {
"id": "en-019e66f7-7edc-7102-9258-d94ed8b0be0f",
"name": "Badge Buddy Sprite Club",
"slug": "badge-buddy-sprite-club"
},
"installCommand": "npx shadcn@latest add button card input textarea select dialog sheet tabs badge separator checkbox switch slider tooltip dropdown-menu table",
"primitives": [
"button",
"card",
"input",
"textarea",
"select",
"dialog",
"sheet",
"tabs",
"badge",
"separator",
"checkbox",
"switch",
"slider",
"tooltip",
"dropdown-menu",
"table"
],
"identityNotes": [
"Every panel and control is built from an 8px bitmap grid with 14px rounded-square corners, visible tile seams, and stepped corner notches instead of generic cards.",
"Mascot expressions are composed from tiny rounded square eyes, blush pixels, and mouth tiles that live inside badges, empty states, and progress confirmations.",
"Soft primary color blocks sit on a warm cream canvas with thick blueberry outlines, small offset candy shadows, and no gradients or glass effects.",
"Collectible badges use layered square-pixel medallions, ribbon tabs, and count chips so rewards, status, and navigation share one reusable object grammar.",
"Dense information is grouped into playful tilesets: lesson rows, inventory slots, and progress maps snap to fixed pixel cells while body copy stays spacious and readable."
],
"visualProfile": {
"family": "system",
"material": "flat",
"contour": "default",
"border": "solid",
"underlay": true,
"grain": false,
"stickerBadges": true,
"motion": "still",
"density": "dense",
"accents": [
"primary",
"accent",
"secondary",
"muted"
]
},
"shots": [
{
"id": "application-shell",
"title": "Application shell",
"viewport": "desktop",
"primitives": [
"button",
"card",
"input",
"select",
"tabs",
"badge",
"separator",
"table"
],
"composition": "A real product workspace with navigation, summary cards, filtering controls, and one dense content region.",
"mustShow": [
"primary and secondary actions",
"card hierarchy",
"filterable state",
"table or list density"
],
"avoid": [
"component inventory walls",
"placeholder-only content",
"generic rounded SaaS chrome"
],
"scene": {
"eyebrow": "workspace spread",
"headline": "Badge Buddy Sprite Club launch room",
"description": "A product team workspace where navigation, filters, metrics, and dense rows carry the language's visible structure.",
"primaryAction": "Apply theme",
"secondaryAction": "Review states",
"stats": [
{
"label": "components",
"value": "16",
"tone": "accent"
},
{
"label": "states",
"value": "ready"
},
{
"label": "density",
"value": "balanced",
"tone": "warning"
}
],
"rows": [
{
"label": "Primary flow",
"value": "mapped",
"status": "active"
},
{
"label": "Token coverage",
"value": "semantic",
"status": "synced"
},
{
"label": "Responsive proof",
"value": "queued",
"status": "review"
}
],
"statuses": [
"Active",
"Synced",
"Draft"
]
}
},
{
"id": "detail-editor",
"title": "Detail editor",
"viewport": "tablet",
"primitives": [
"button",
"card",
"input",
"textarea",
"select",
"checkbox",
"switch",
"slider",
"dialog",
"sheet"
],
"composition": "A focused editing flow with form fields, validation, confirmation, and a contextual side panel.",
"mustShow": [
"focus ring",
"error or destructive state",
"dialog or sheet treatment",
"written guidance content"
],
"avoid": [
"unstyled browser controls",
"floating cards inside cards",
"missing labels"
],
"scene": {
"eyebrow": "editing flow",
"headline": "Language recipe editor",
"description": "A focused form proving labels, validation, toggles, panel rhythm, and action hierarchy.",
"primaryAction": "Save recipe",
"secondaryAction": "Open sheet",
"fields": [
{
"label": "Component family",
"value": "Narrative cards"
},
{
"label": "State treatment",
"value": "Visible focus + validation"
},
{
"label": "Motion",
"value": "Small lift, no opacity-only fade"
}
],
"statuses": [
"Focus",
"Invalid",
"Confirmed"
]
}
},
{
"id": "data-operations",
"title": "Data operations",
"viewport": "mobile",
"primitives": [
"button",
"tabs",
"badge",
"dropdown-menu",
"table",
"tooltip",
"separator"
],
"composition": "A compact operational view proving row rhythm, stacked actions, menu states, badges, and empty/destructive states.",
"mustShow": [
"responsive reflow",
"dense row styling",
"menu affordance",
"status badge system"
],
"avoid": [
"desktop-only tables",
"text overflow",
"default shadcn spacing without Katagami character"
],
"scene": {
"eyebrow": "operations",
"headline": "Compact review queue",
"description": "A narrow viewport scene with rows, menus, tooltips, badges, and destructive affordances.",
"primaryAction": "Resolve",
"secondaryAction": "Filter",
"rows": [
{
"label": "Button hierarchy",
"value": "approved",
"status": "ok"
},
{
"label": "Table rhythm",
"value": "needs pass",
"status": "watch"
},
{
"label": "Empty state",
"value": "designed",
"status": "done"
}
],
"statuses": [
"Queued",
"Blocked",
"Done"
]
}
}
],
"componentRecipes": [
{
"primitive": "button",
"intent": "Prove action hierarchy, focus, disabled, and destructive states."
},
{
"primitive": "card",
"intent": "Carry the language surface, border, elevation, and density rules."
},
{
"primitive": "input",
"intent": "Show labels, focus rings, validation, and spacing rhythm."
},
{
"primitive": "textarea",
"intent": "Show longer guidance, validation copy, and writing density."
},
{
"primitive": "select",
"intent": "Show filtering, selection contrast, and menu trigger styling."
},
{
"primitive": "dialog",
"intent": "Show centered decision states and overlay treatment."
},
{
"primitive": "sheet",
"intent": "Show contextual side panels and responsive editing."
},
{
"primitive": "tabs",
"intent": "Show navigational structure and active/inactive contrast."
},
{
"primitive": "badge",
"intent": "Show compact status vocabulary and semantic colors."
},
{
"primitive": "separator",
"intent": "Show section rhythm without generic gray dividers."
},
{
"primitive": "checkbox",
"intent": "Show binary selection with visible focus and checked states."
},
{
"primitive": "switch",
"intent": "Show settings toggles and on/off contrast."
},
{
"primitive": "slider",
"intent": "Show numeric adjustment with track/thumb styling."
},
{
"primitive": "tooltip",
"intent": "Show concise explanation styling above compact controls."
},
{
"primitive": "dropdown-menu",
"intent": "Show action menus, destructive items, and grouped choices."
},
{
"primitive": "table",
"intent": "Show dense operational data, separators, row states, and responsive behavior."
}
],
"qualityRules": {
"do": [
"Make every decorative pixel also explain state, progress, selection, or reward.",
"Use one committed rounded-square radius scale across panels, controls, badges, and mascot tiles.",
"Keep body text highly legible and reserve pixel typography for short collectible labels.",
"Design complete product scenes for children and teachers with real tasks, rows, controls, and states."
],
"dont": [
"Do not use black terminal surfaces, neon cyberpunk palettes, or harsh retro arcade contrast.",
"Do not scatter random pixels as decoration without a grid or state purpose.",
"Do not mix pill blobs, sharp squares, and arbitrary plush radii in the same screen.",
"Do not let mascot illustration replace navigation, forms, tables, or responsive product structure."
]
}
}