Writing FlatRedBall2 user docs in this repo's own docs/ folder (GitBook-synced). Triggers: new FlatRedBall2 tutorial/how-to pages, docs/SUMMARY.md, docs/images.
Quellsprache: Englisch
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SkillsMP hat 44 Skills aus vchelaru/FlatRedBall2 gesammelt. Öffne einen Skill, um Quelle und Details zu prüfen.
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Writing FlatRedBall2 user docs in this repo's own docs/ folder (GitBook-synced). Triggers: new FlatRedBall2 tutorial/how-to pages, docs/SUMMARY.md, docs/images.
Quellsprache: Englisch
Headless AE tests — Core first, [AvaloniaFact] only for real UI. Triggers: AnimationEditor.App.Tests, Core.Tests, TestServices, CreateMainWindow, Browser.Ui.
Quellsprache: Englisch
FlatRedBallService.Performance — opt-in rolling FPS/timing/collision stats. Triggers: PerformanceMonitor, GenerateReport, FPS, frame time, DeepCollisionCount, "why is my game slow".
Quellsprache: Englisch
Entities and Factories in FlatRedBall2. Use when working with Entity subclasses, generic Factory types, spawning/creating/destroying entities, entity lifecycle, Add, shape children, CustomInitialize/CustomActivity, or Engine.GetFactory. Trigger on any entity…
Quellsprache: Englisch
Gum Integration in FlatRedBall2. Use when working with UI, HUD, menus, buttons, labels, text display, StackPanel, Panel, layout, Gum Forms controls, Add, AddOverlay, screen-space vs world-space UI, blurry or low-res text, FontSize, text opacity/alpha, or any…
Quellsprache: Englisch
Bundle a Gum project into a single .gumpkg file (tar+brotli) for distribution. Trigger when shipping a built game, optimizing initial load on web/BlazorGL, or when the user mentions 'gum pack', '.gumpkg', or wants fewer loose Content files. Covers gumcli…
Quellsprache: Englisch
Creates and updates skill files (.claude/skills/*/SKILL.md). Triggers: creating/updating a skill, documenting a subsystem for agent context.
Quellsprache: Englisch
Collision Relationships in FlatRedBall2. Use when working with AddCollisionRelationship, MoveFirstOnCollision, BounceOnCollision, MoveBothOnCollision, CollisionOccurred / CollisionStarted / CollisionEnded events, collision response, collision setup,…
Quellsprache: Englisch
Level Data in FlatRedBall2. Use when working with level layouts, level progression, loading TMX maps, generating collision from tile layers, or transitioning between levels. Covers TMX-based level setup, TileShapes generation, and level advancement patterns.
Quellsprache: Englisch
TMX map file creation and editing for FlatRedBall2. Use when creating or modifying Tiled .tmx level files, placing collision tiles, resizing maps, or adding layers. Covers the base template, StandardTileset tile IDs, layer conventions, and CSV tile data…
Quellsprache: Englisch
Custom shaders in FlatRedBall2. Use when adding .fx shader files or troubleshooting shader compilation errors (libmojoshader, Wine).
Quellsprache: Englisch
Platformer Movement in FlatRedBall2. Use when implementing platformer mechanics including jumping, ground detection, PlatformerBehavior, PlatformerValues, double jump, air control, variable-height jumps, or side-scrolling movement. Trigger on any…
Quellsprache: Englisch
Sprite animation in FlatRedBall2. Use for AnimationChain, AnimationChainList, AnimationPlayer, AchxLoader, .achx/.achj files, Aseprite/.ase loading, Sprite.PlayAnimation, frame-based texture flipping, looping/non-looping animations, AnimationFinished events,…
Quellsprache: Englisch
Converting a single-target FlatRedBall2 desktop sample into a dual-target desktop + KNI BlazorGL (Blazor WebAssembly / browser) project. Use when the user mentions web deployment, browser/WASM/itch.io targets, KNI, or asks to add web support to an existing…
Quellsprache: Englisch
Sample Project Setup for FlatRedBall2. Use when creating a new sample project, setting up a .csproj, configuring MonoGame content pipeline, or troubleshooting 'Cannot find a manifest file' / 'dotnet-mgcb does not exist' build errors. Covers the complete…
Quellsprache: Englisch
FlatRedBall2 Animation Editor (Avalonia) — where the source lives, project layout, and the two-panel model. Triggers: AnimationEditor, AnimationEditorAvalonia, .achx editing, wireframe/preview panels, animationeditor label.
Quellsprache: Englisch
Audio in FlatRedBall2. Use when working with sound effects, background music, AudioManager, loading Song or SoundEffect, volume control, or collision sound triggers.
Quellsprache: Englisch
Automation mode in FlatRedBall2. Use when an external agent (AI or script) needs to drive a running game: stepping frames, injecting input, querying entity state, or forcing entity values over stdin/stdout. Covers EnableAutomationMode, the NDJSON command…
Quellsprache: Englisch
Camera in FlatRedBall2. Use when working with camera setup, background color, world bounds, window resolution, scrolling, screen shake, coordinate conversion between world and screen space, AspectPolicy / ResizeMode / DominantAxis, or…
Quellsprache: Englisch
Content hot-reload in FlatRedBall2. Use when watching content files (JSON configs, PNGs, TMX maps, etc.) for changes during development and reloading them without killing the game. Covers Screen.WatchContentDirectory, Screen.WatchContent, source/output…
Quellsprache: Englisch
Engine overview for FlatRedBall2. Start here for any game development task. Covers what the engine does automatically vs what game code must implement, the frame loop, bootstrapping, and known stubs. Trigger when starting a new game, needing to understand the…
Quellsprache: Englisch
Automation mode in FlatRedBall2. Use when an external agent (AI or script) needs to drive a running game: stepping frames, injecting input, querying entity state, or forcing entity values over stdin/stdout. Covers EnableAutomationMode, the NDJSON command…
Quellsprache: Englisch
Run an FRB1/Glue project's .gluj/.glsj/.glej data directly in FRB2, with no Glue codegen. Triggers: GlueProject, GlueScreen, GlueEntity, EngineInitSettings.GlueProjectFile, GlueTypeMap, .gluj, CustomVariables by name.
Quellsprache: Englisch
Screens in FlatRedBall2. Use when working with screen lifecycle, screen transitions, MoveToScreen, passing data between screens, CustomInitialize/CustomActivity/CustomDestroy, starting the first screen, pause menu, or pausing/resuming a screen. Trigger on any…
Quellsprache: Englisch
Tile Node Network in FlatRedBall2. Use when working with A* pathfinding, TileNodeNetwork, TileNode, enemy navigation, or grid-based pathfinding. Trigger on any pathfinding or enemy-follows-player question.
Quellsprache: Englisch
Top-Down Movement in FlatRedBall2. Use when implementing top-down movement mechanics including 4-way or 8-way movement, acceleration/deceleration, direction facing, or any bird's-eye-view player movement. Trigger on any top-down movement question.
Quellsprache: Englisch
Browser/WASM AE smoke — not a Core/App test mirror. Triggers: AnimationEditor.Browser, Playwright Browser.Ui, WasmAppHost, __aeUiAutomation, FeatureDemos landmine.
Quellsprache: Englisch
Generating headless documentation screenshots of the Animation Editor UI — not correctness tests. Triggers: "take a screenshot", DocScreenshots, ScreenshotCapture, DocScreenshotManifest, illustrating a doc page.
Quellsprache: Englisch
Test-first discipline for FlatRedBall2 engine changes. Triggers whenever editing any file under src/ for a behavior change (bug fix or feature). Not for XML docs, renames, style-only edits, or sample code.
Quellsprache: Englisch
Cross-platform HLSL shader compiler for MonoGame/KNI/FNA — avoids the Windows/Wine requirement. Triggers: ShadowDusk, mgfxc replacement, compiling .fx on macOS/Linux, ShadowDusk.Compiler, ShadowDuskCLI.
Quellsprache: Englisch
Input System in FlatRedBall2. Use when working with keyboard, mouse, cursor, gamepad, touch input, key bindings, or input handling. Covers IKeyboard, ICursor, IGamepad, KeyboardInput2D, KeyboardPressableInput, GamepadInput2D, GamepadDPadInput2D,…
Quellsprache: Englisch
Grid Movement in FlatRedBall2. Use when implementing tile-by-tile (grid-snapped) movement where one key press = one tile step, input is locked during the movement animation, and the player cannot move into blocked tiles. Trigger on any dungeon-crawler,…
Quellsprache: Englisch
Gum CLI tool for FlatRedBall2. Trigger at game/sample START — before any code is written — to ask the user whether the project will use Gum and which mode (code-only, project+dynamic, or project+codegen). Covers locating gumcli.exe, running gumcli new,…
Quellsprache: Englisch
Working with Shapes in FlatRedBall2. Use when working with AARect, Circle, Polygon, TileShapes, shape creation, visibility, color, IsFilled, OutlineThickness, or visual properties of shapes. Also covers SolidSides for one-way platforms and tile grids. Trigger…
Quellsprache: Englisch
Content and Assets in FlatRedBall2. Use when working with loading textures, fonts, sprites, content pipeline, .mgcb setup, or ContentLoader. Also trigger when the user asks about displaying text (use Gum Labels) or graphics without custom art (use Shapes).
Quellsprache: Englisch
Minigame orchestrator for FlatRedBall2. Designs a small retro game (user-provided or random), delegates implementation to a coder sub-agent, builds it, and reports friction. Use when the user says 'make a random game', 'use the orchestrator', or similar.
Quellsprache: Englisch
Log every FlatRedBall2 skill modification to .claude/skill_change_log.jsonl with exact added/removed line counts, motivating sample project, and concise reason. Use whenever creating, editing, deleting, or restructuring any skill.
Quellsprache: Englisch
Physics and Movement in FlatRedBall2. Use when working with velocity, acceleration, drag, gravity, kinematic movement, projectiles, rotation-based thrust, or coordinate system (Y+ up). Also covers GameRandom helpers for randomized spawning. Trigger on any…
Quellsprache: Englisch
Programmatic tile grid in FlatRedBall2. Use when building a code-driven grid at runtime (city builders, dungeon generators, puzzle games, cellular automata) — NOT loading a TMX map from Tiled. Covers the data/visual split, world↔tile coordinate conversion,…
Quellsprache: Englisch
Timing in FlatRedBall2. Use when working with cooldowns, timers, delays, entity lifetimes, self-destruct, repeating events, or FrameTime.DeltaSeconds. Covers cooldown gates, repeating timers, and entity lifetime patterns.
Quellsprache: Englisch