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FlatRedBall2
FlatRedBall2 contiene 39 skills recopiladas de vchelaru, con cobertura ocupacional por repositorio y páginas de detalle dentro del sitio.
Skills en este repositorio
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 Gum-related question. Also trigger when user asks about displaying text on screen.
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 format.
Writing headless tests for the Animation Editor (Avalonia). Triggers: AnimationEditor.App.Tests, [AvaloniaFact], TestServices, CreateMainWindow, service wiring in tests, UI-thread RunJobs.
Sprite animation in FlatRedBall2. Use for AnimationChain, AnimationChainList, .achx files, Aseprite/.ase loading, Sprite.PlayAnimation, frame-based texture flipping, looping/non-looping animations, AnimationFinished events, and per-frame collision shapes (hitboxes/hurtboxes, static object collision).
Entities and Factories in FlatRedBall2. Use when working with Entity subclasses, Factory<T>, spawning/creating/destroying entities, entity lifecycle, Add, shape children, CustomInitialize/CustomActivity, or Engine.GetFactory<T>(). Trigger on any entity creation, destruction, or factory question.
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.
Visual proof on Animation Editor WASM without shipping demo hooks. Triggers: browser History screenshot, WasmAppHost ports, canvas wait, FeatureDemos.
Generating headless documentation screenshots of the Animation Editor UI — not correctness tests. Triggers: "take a screenshot", DocScreenshots, ScreenshotCapture, DocScreenshotManifest, illustrating a doc page.
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.
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 protocol, reflection-based entity introspection, and optional RegisterStateProvider for derived state.
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, Pokémon-style, roguelike, or puzzle game with discrete grid movement. Do NOT trigger for analog/free top-down movement — use the top-down-movement skill for that.
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.
Custom shaders in FlatRedBall2. Use when adding .fx shader files, troubleshooting shader compilation errors (libmojoshader, Wine), or working with precompiled shader XNBs.
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 checklist for new sample projects.
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 mapping, debouncing, and the in-place vs screen-restart decision.
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, .csproj content includes, codegen, and custom/Google font setup.
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 engine architecture, or unsure how FlatRedBall2 works.
FlatRedBall2 skill authoring — the map-and-landmines philosophy and the 20% damped-growth rule. Triggers: writing or revising a SKILL.md, splitting a bloated skill, friction reports from a build session.
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 on any shape-related question.
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 pack, runtime loading, and the loose-vs-bundle toggle for diagnostics.
Audio in FlatRedBall2. Use when working with sound effects, background music, AudioManager, loading Song or SoundEffect, volume control, or collision sound triggers.
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).
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 game. Assumes you already have a working desktop sample — see sample-project-setup for the desktop bootstrap.
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 protocol, reflection-based entity introspection, and optional RegisterStateProvider for derived state.
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.
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.
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 Camera.OrthogonalWidth/OrthogonalHeight. Trigger on any camera-related question including viewport, following a player, letterboxing, or screen boundaries.
Collision Relationships in FlatRedBall2. Use when working with AddCollisionRelationship, MoveFirstOnCollision, BounceOnCollision, MoveBothOnCollision, CollisionOccurred / CollisionStarted / CollisionEnded events, collision response, collision setup, mass/elasticity, entity-vs-entity collision, screen boundaries, keeping entities in bounds, walls, floors, ceilings, static geometry, sensor shapes, awareness radius, trigger zones, or zone-enter/zone-exit detection. Trigger on any collision-related question.
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, GamepadPressableInput, and I2DInput/IPressableInput interfaces.
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 physics or movement question.
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 platformer-related question.
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 screen management or game state transition question.
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, per-tile visual spawning, and performance guidance for large grids (128×128+). Trigger on any question about tile coordinates, world-to-tile math, programmatic maps, or large grids without TMX files.
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.
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.
Tweening / interpolation in FlatRedBall2. Use when animating a float over time with an easing curve — position, scale, alpha, rotation, UI slide-in, hit-flash, juice. Covers Entity.Tween vs Screen.Tween, lifetime rules, and the required usings.
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.
Content boundary philosophy for FlatRedBall2. Defines what AI produces vs what the human produces (content, feel, placement). Trigger before adding a new level, UI screen, sprite, platformer entity, or any asset the engine loads at runtime — and when designing engine APIs that expose tunable values.
Patterns and techniques for evaluating and improving AI agent outputs. Use this skill when: - Implementing self-critique and reflection loops - Building evaluator-optimizer pipelines for quality-critical generation - Creating test-driven code refinement workflows - Designing rubric-based or LLM-as-judge evaluation systems - Adding iterative improvement to agent outputs (code, reports, analysis) - Measuring and improving agent response quality