libgdx-particles

libgdx-particles is a skill for Claude Code from kyu-n/gdx-claude-skills. It costs 81 tokens per session (3,642 once invoked), scanned A, original, MIT.

A reference guide for creating and debugging particle effects in the libGDX Java and Kotlin game framework. Particle effects are many small images or objects used for visuals such as explosions, smoke, or sparks.

In plain words
What is it for?
Use it when working with libGDX particle emitters, particle pools, AssetManager loading, texture atlases, blend functions, or 3D particle systems.
Why use it?
It gathers the relevant loading, lifecycle, scaling, blending, pooling, and asset-management details in one place for both 2D and 3D effects.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the gdx-claude-skills plugin — 28 skills shipped together

Good fit Use it when working with libGDX particle emitters, particle pools, AssetManager loading, texture atlases, blend functions, or 3D particle systems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyu-n/gdx-claude-skills/libgdx-particles
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kyu-n/gdx-claude-skills --skill libgdx-particles
Clone the repo
git clone --depth 1 https://github.com/kyu-n/gdx-claude-skills

Made for: Claude Code.

Or install gdx-claude-skills, the plugin that ships this one along with the rest of its 28 skills.

Wrote this? Show the measurements

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README.md
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Your own site
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Your own site · 80×15
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-particles"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-particles.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 81 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,642 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00081 $0.03642
Opus 5 $0.00041 $0.01821
Sonnet 5 $0.00016 $0.00728
Haiku 4.5 $0.00008 $0.00364

Measured 11d ago against content hash 4924746ba3aa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

libgdx-particles scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/libgdx-particles/SKILL.md · 317 lines

How it starts

The opening of the file, as written. The whole thing — 317 lines — stays where its author put it; the contents beside it link to each section on GitHub.

libGDX Particle Effects

Quick reference for libGDX particle systems. Covers 2D ParticleEffect/ParticleEmitter/ParticleEffectPool, AssetManager loading, blend function management, and the 3D particle system (g3d.particles).

2D ParticleEffect

com.badlogic.gdx.graphics.g2d.ParticleEffect implements Disposable.

Loading

ParticleEffect effect = new ParticleEffect();

// From loose image files (images directory):
effect.load(Gdx.files.internal("explosion.p"), Gdx.files.internal("particles"));
//          ^ effect file                       ^ directory containing particle images

// From TextureAtlas:
effect.load(Gdx.files.internal("explosion.p"), myAtlas);

// From TextureAtlas with prefix:
effect.load(Gdx.files.internal("explosion.p"), myAtlas, "fx_");

The second parameter to load(FileHandle, FileHandle) is the images directory, NOT the effect file's parent. A common mistake is passing "" — use Gdx.files.internal("") for project root.

File format is .p (plain text), created by the Particle Editor tool.

Core Lifecycle

effect.start();                      // starts all emitters
effect.setPosition(x, y);           // set position on all emitters

// In render():
effect.update(Gdx.graphics.getDeltaTime());
effect.draw(batch);                  // param type is Batch (interface), not SpriteBatch

// Or combined:
effect.draw(batch, delta);           // calls update(delta) then draw(batch)

if (effect.isComplete()) { ... }     // true when ALL emitters are complete

effect.reset();                      // kills particles, resets scaling, restarts
effect.dispose();                    // only frees textures if loaded from directory (not atlas)

Key Methods

Method Signature Notes
start() void Starts all emitters. Does NOT kill existing particles.
reset() void Kills all particles, resets scale to 1.0, restarts all emitters.
reset(boolean) void reset(resetScaling) If false, preserves current scale.
reset(boolean, boolean) void reset(resetScaling, start) Full control: reset scale + auto-start.
update(float) void update(delta) Must call every frame or particles freeze.
draw(Batch) void draw(batch) Draws all emitters.
draw(Batch, float) void draw(batch, delta) Combined update + draw.
isComplete() boolean True when ALL emitters are complete.
allowCompletion() void Tells all continuous emitters to finish gracefully.
setPosition(float, float) void setPosition(x, y) Sets on all emitters. Call every frame if following entity.
setFlip(boolean, boolean) void setFlip(flipX, flipY) Flips all emitters.
flipY() void Convenience for vertical flip.
setDuration(int) void setDuration(millis) Sets duration in milliseconds on ALL emitters. Forces continuous=false.
getEmitters() Array<ParticleEmitter> Direct access to emitter array.
findEmitter(String) ParticleEmitter Returns first emitter with matching name, or null.
preAllocateParticles() void Pre-allocates particle arrays in all emitters.
getBoundingBox() BoundingBox Enclosing box for all emitters.

Read the full file on GitHub · 317 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 317 lines · 81 tokens per session scan A 4924746ba3aa

Subscribe to this mod's changes

libgdx-particles is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 81 tokens to every session and 3,642 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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