Boss Bar

A boss HP bar is drained by hits, then 'DEFEATED' slams in beneath 'The old workflow'

Installation
$ pnpm dlx shadcn@latest add @remocn/boss-bar

Usage

tsx
// src/Root.tsx
import { Composition } from "remotion";
import { BossBar } from "@/components/remocn/boss-bar";
 
const BossBarScene = () => (
  <BossBar boss="THE OLD WORKFLOW" hits={[{ label: "Captions", damage: 800 }, { label: "Templates", damage: 1200 }]} />
);
 
export const RemotionRoot = () => (
  <Composition
    id="BossBar"
    component={BossBarScene}
    durationInFrames={160}
    fps={30}
    width={1280}
    height={720}
  />
);

A boss HP bar fills in, each named hit slams in and drains the bar, and when it breaks the defeated word slams in beneath the boss name. Pass boss, hits (label and damage) and defeated; it ships light and dark.

Props6

PropTypeDefault
boss
string"THE OLD WORKFLOW"

Boss name over the bar.

hits
BossHit[]—

Hits in order; the last one takes the bar to zero.

defeated
string"DEFEATED"

Word slammed in when the bar breaks.

accent
string"#3B5BFD"

The small "BOSS" tag and the hit slash.

theme
"dark" | "light""dark"

Colour scheme; ships light and dark.

speed
number1

Playback multiplier; above 1 plays faster.

  • bossstring

    Boss name over the bar.

    Default"THE OLD WORKFLOW"

  • hitsBossHit[]

    Hits in order; the last one takes the bar to zero.

  • defeatedstring

    Word slammed in when the bar breaks.

    Default"DEFEATED"

  • accentstring

    The small "BOSS" tag and the hit slash.

    Default"#3B5BFD"

  • theme"dark" | "light"

    Colour scheme; ships light and dark.

    Default"dark"

  • speednumber

    Playback multiplier; above 1 plays faster.

    Default1