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vchelaru/FlatRedBall2

Dernière activité source enregistrée
Catalogue SkillsMP mis à jour
skills collectés
47
Étoiles GitHub
15
Forks GitHub
7

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Skills dans ce dépôt

1 catégories métier · 19% classifié

Affichage de 40 skills collectés sur 47.

métier
non classé
description

FlatRedBall2 AnimationEditor (Avalonia) — where the source lives, project layout, and the two-panel model. Triggers: AnimationEditor, AnimationEditorAvalonia, .achx editing, wireframe/preview panels, animationeditor label.

Langue du texte source : anglais

mis à jour
métier
non classé
description

SkiaSharp rendering & performance in the AnimationEditor — GPU vs CPU draw paths, SKImage/SKBitmap gotchas, diagnosing slow frames. Triggers: ICustomDrawOperation, DrawFrameCore, WireframeControl.DrawOp, GrContext, SKImage, F3 diagnostics overlay,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

FlatRedBallService.Performance — opt-in rolling FPS/timing/collision stats; StartupProfiler for one-time boot/load timing. Triggers: PerformanceMonitor, GenerateReport, FPS, frame time, DeepCollisionCount, StartupProfiler, ProfileStartup, "why is my game…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Custom shaders in FlatRedBall2. Use when adding .fx shader files or troubleshooting shader compilation errors (libmojoshader, Wine).

Langue du texte source : anglais

mis à jour
métier
non classé
description

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.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Adding a KNI BlazorGL (Blazor WebAssembly / browser) head to a FlatRedBall2 desktop project. Use when the user mentions web deployment, browser/WASM/itch.io targets, KNI, or asks to add web support to an existing game, or hits a browser-only failure…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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, source/output mapping, debouncing, and…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Minigame orchestrator for FlatRedBall2. Designs a small retro game (user-provided or random), delegates implementation to a fresh sub-agent, builds it, and reports friction. Use when the user says 'make a random game', 'use the orchestrator', or similar.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Sample Project Setup for FlatRedBall2. Use when creating a new sample project, setting up a .csproj or .slnx, or wiring the KNI content pipeline. Covers the checklist for new sample projects.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Audio in FlatRedBall2. Use when working with sound effects, background music, AudioManager, loading Song or SoundEffect, volume control, or collision sound triggers.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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).

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Entities and Factories in FlatRedBall2. Use when working with Entity subclasses, generic Factory types, spawning/creating/destroying entities, entity lifecycle, Add, shape children, Gum visuals attached to an entity, CustomInitialize/CustomActivity, or…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Saving and loading game data with Engine.Storage, same code on desktop and web. Triggers: save game, high score, settings file, StorageName, IStorageBackend, localStorage, IsPersistent.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Collision Relationships in FlatRedBall2. Use when working with AddCollisionRelationship, MoveFirstOnCollision, BounceOnCollision, MoveBothOnCollision, CollisionOccurred / CollisionStarted / CollisionEnded events, collision response, collision setup,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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,…

Langue du texte source : anglais

mis à jour
métier
non classé
description

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.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Headless screenshots of the AnimationEditor UI, for doc pages and for the before/after shots every visual change must show in chat. Triggers: "take a screenshot", before/after, visual change, DocScreenshots, ScreenshotCapture, DocScreenshotManifest.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

AE tests — Core first, [AvaloniaFact] only for real UI, Windows Sandbox for installer/OS integration. Triggers: AnimationEditor.App.Tests, Core.Tests, TestServices, CreateMainWindow, Sandbox.Tests, Velopack install, registry.

Langue du texte source : anglais

mis à jour
métier
non classé
description

AnimationEditor Tiled .tsx support — opening a tileset as a native project. Triggers: .tsx, TsxWriter, NativeTsxAnimationSync, IsNativeTsxProject, ParentId, multi-tile animation.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Writing FlatRedBall2 user docs in this repo's own docs/ folder (GitBook-synced). Triggers: new FlatRedBall2 tutorial/how-to pages, docs/SUMMARY.md, docs/.gitbook/assets.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Creates and updates skill files (.claude/skills/*/SKILL.md). Triggers: creating/updating a skill, documenting a subsystem for agent context.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Shipping a desktop FRB2 build — self-contained per-RID publish and the macOS .app layout. Triggers: PublishProfile, SelfContained, RuntimeIdentifier, osx-arm64, Contents/MacOS, Contents/Resources.

Langue du texte source : anglais

mis à jour
métier
non classé
description

Use when working with Path, PathFollower, patrol routes, scripted movement, arc geometry, or trajectory rendering in FlatRedBall2.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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.

Langue du texte source : anglais

mis à jour
métier
non classé
description

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…

Langue du texte source : anglais

mis à jour
métier
non classé
description

Axial hex grids and sparse hex collision in FlatRedBall2. Triggers: HexGrid, HexCoordinate, HexOrientation, HexShapes, pointy-top or flat-top cells.

Langue du texte source : anglais

mis à jour
métier
Développeurs de logiciels
description

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…

Langue du texte source : anglais

mis à jour
métier
Développeurs de logiciels
description

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…

Langue du texte source : anglais

mis à jour
Affichage de 40 skills collectés sur 47.