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vchelaru/FlatRedBall2

記録された最新のソース活動
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収集済み skills
47
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15
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8

AI アシスタントでインストール

このプロンプトをコピーして、使用中の AI アシスタントに送ってください。

リポジトリの README を読み込んでいます…

このリポジトリの skills

1 件の職業カテゴリ · 21% 分類済み

収集済み skill 47 件中 40 件を表示しています。

職業分類
未分類
説明

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…

原文の言語: 英語

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説明

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…

原文の言語: 英語

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説明

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…

原文の言語: 英語

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説明

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…

原文の言語: 英語

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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…

原文の言語: 英語

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説明

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.

原文の言語: 英語

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説明

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.

原文の言語: 英語

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説明

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

原文の言語: 英語

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説明

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).

原文の言語: 英語

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説明

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…

原文の言語: 英語

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説明

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…

原文の言語: 英語

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説明

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,…

原文の言語: 英語

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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…

原文の言語: 英語

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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…

原文の言語: 英語

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説明

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…

原文の言語: 英語

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

原文の言語: 英語

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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,…

原文の言語: 英語

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説明

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.

原文の言語: 英語

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説明

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,…

原文の言語: 英語

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説明

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.

原文の言語: 英語

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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.

原文の言語: 英語

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

原文の言語: 英語

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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,…

原文の言語: 英語

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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.

原文の言語: 英語

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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.

原文の言語: 英語

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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…

原文の言語: 英語

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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,…

原文の言語: 英語

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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.

原文の言語: 英語

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

原文の言語: 英語

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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/.gitbook/assets.

原文の言語: 英語

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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.

原文の言語: 英語

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

原文の言語: 英語

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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.

原文の言語: 英語

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

原文の言語: 英語

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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.

原文の言語: 英語

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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…

原文の言語: 英語

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

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

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

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

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…

原文の言語: 英語

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職業分類
ソフトウェア開発者
説明

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…

原文の言語: 英語

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収集済み skill 47 件中 40 件を表示しています。