StealThis .dev

Game — HUD Overlay (health · ammo · minimap)

A full in-game HUD overlay rendered over a CSS-drawn neon battlefield: segmented health and shield bars with low-HP pulse, ability icons with radial cooldown sweeps, a bottom-center ammo counter with reload bar and weapon name, a rotating radar minimap with hostile and ally blips, a crosshair with fire kick, an objective banner with live score, and an animated kill feed. A simulate-combat loop drives damage, burst fire, ability cooldowns, and kill-feed entries — all in vanilla HTML, CSS, and JS.

Open in Lab
html css vanilla-js
Targets: JS HTML

Code

HUD Overlay (health · ammo · minimap)

A complete sci-fi shooter HUD laid over a pure-CSS game scene — perspective grid floor, glowing ridge lines, towers with blinking beacons, and a synthwave sun. The overlay covers every classic HUD region: top-left operative card with segmented health and shield bars (the health bar pulses when critical), a top-center objective banner with live score, a top-right radar minimap with a rotating sweep and drifting hostile/ally blips, a center crosshair, and a right-side kill feed that animates entries in and fades them out.

Along the bottom sit three ability buttons (Q / E / X) with conic-gradient radial cooldown sweeps and ready-state glow pulses, plus a bottom-center ammo block showing the magazine count, reserve, weapon name, and an animated reload bar with status hints (FIRE-READY, RELOADING, NO AMMO).

Everything is driven by a vanilla JS sim console: take damage (shield absorbs first, the stage flashes red), heal, fire (crosshair kick, auto-reload on empty), and use abilities — or hit “Simulate Combat” to run a full loop that deals damage, burst-fires, triggers cooldowns, pushes kill-feed entries, and advances the objective. Keyboard shortcuts (Q/E/X/R/Space) mirror real game bindings, and toasts announce events.

Illustrative UI only — fictional games, studios, characters, and data. Not engine integrations.