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GitHub リポジトリ

FlatRedBall2

FlatRedBall2 には vchelaru から収集した 39 個の skills があり、リポジトリ単位の職業カバレッジとサイト内 skill 詳細ページを表示します。

収集済み skills
39
Stars
8
更新
2026-07-17
Forks
2
職業カバレッジ
3 件の職業カテゴリ · 100% 分類済み
リポジトリエクスプローラー

このリポジトリの skills

gum-integration
ソフトウェア開発者

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.

2026-07-17
tmx
ソフトウェア開発者

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.

2026-07-17
animation-editor-testing
ソフトウェア品質保証アナリスト・テスター

Writing headless tests for the Animation Editor (Avalonia). Triggers: AnimationEditor.App.Tests, [AvaloniaFact], TestServices, CreateMainWindow, service wiring in tests, UI-thread RunJobs.

2026-07-14
animation
ソフトウェア開発者

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).

2026-07-13
entities-and-factories
ソフトウェア開発者

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.

2026-07-13
levels
ソフトウェア開発者

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.

2026-07-13
animation-editor-browser-verify
ウェブ開発者

Visual proof on Animation Editor WASM without shipping demo hooks. Triggers: browser History screenshot, WasmAppHost ports, canvas wait, FeatureDemos.

2026-07-12
animation-editor-screenshots
ソフトウェア品質保証アナリスト・テスター

Generating headless documentation screenshots of the Animation Editor UI — not correctness tests. Triggers: "take a screenshot", DocScreenshots, ScreenshotCapture, DocScreenshotManifest, illustrating a doc page.

2026-07-12
animation-editor
ソフトウェア開発者

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.

2026-07-12
automation-mode
ソフトウェア開発者

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.

2026-07-11
grid-movement
ソフトウェア開発者

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.

2026-07-11
top-down-movement
ソフトウェア開発者

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.

2026-07-11
shaders
ソフトウェア開発者

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

2026-07-10
sample-project-setup
ソフトウェア開発者

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.

2026-07-10
content-hot-reload
ソフトウェア開発者

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.

2026-07-08
gumcli
ソフトウェア開発者

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.

2026-07-04
engine-overview
ソフトウェア開発者

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.

2026-06-28
skill-creator
ソフトウェア開発者

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.

2026-06-28
shapes
ソフトウェア開発者

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.

2026-06-28
gum-packaging
ソフトウェア開発者

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.

2026-06-26
audio
ソフトウェア開発者

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

2026-06-24
content-and-assets
ソフトウェア開発者

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).

2026-06-24
multiplatform-conversion
ソフトウェア開発者

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.

2026-05-29
automation-mode
ソフトウェア開発者

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.

2026-05-12
orchestrator
ソフトウェア開発者

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.

2026-04-29
skill-change-logging
ソフトウェア開発者

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.

2026-04-29
camera
ソフトウェア開発者

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.

2026-04-29
collision-relationships
ソフトウェア開発者

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.

2026-04-29
input-system
ソフトウェア開発者

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.

2026-04-29
physics-and-movement
ソフトウェア開発者

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.

2026-04-29
platformer-movement
ソフトウェア開発者

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.

2026-04-29
screens
ソフトウェア開発者

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.

2026-04-29
tile-grid
ソフトウェア開発者

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.

2026-04-29
tile-node-network
ソフトウェア開発者

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.

2026-04-29
timing
ソフトウェア開発者

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.

2026-04-29
tweening
ソフトウェア開発者

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.

2026-04-29
engine-tdd
ソフトウェア品質保証アナリスト・テスター

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.

2026-04-25
content-boundary
ソフトウェア開発者

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.

2026-04-23
agentic-eval
ソフトウェア開発者

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

2026-04-21