libgdx-scene2d-ui

libgdx-scene2d-ui is a skill for Claude Code from kyu-n/gdx-claude-skills. It costs 94 tokens per session (4,245 once invoked), scanned A, original, MIT.

A reference for building user interfaces in libGDX Java or Kotlin games with Scene2D, libGDX's system for arranging and interacting with screen elements. It covers layouts, widgets, input, animation actions, and viewports.

In plain words
What is it for?
For creating screens with buttons, labels, text fields, menus, dialogs, sliders, and other interactive game UI elements.
Why use it?
It helps prevent common UI problems, such as controls not receiving input, animations not updating, or layouts behaving incorrectly when the window changes size.

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 For creating screens with buttons, labels, text fields, menus, dialogs, sliders, and other interactive game UI elements.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui
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-scene2d-ui
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

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for libgdx-scene2d-ui

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui/github.svg)](https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui)
Your own site
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for libgdx-scene2d-ui

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-scene2d-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 94 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,245 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 $0.00094 $0.04245
Opus 5 $0.00047 $0.02122
Sonnet 5 $0.00019 $0.00849
Haiku 4.5 $0.00009 $0.00424

Measured 12d ago against content hash 50242ab4dee4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

libgdx-scene2d-ui 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 12d 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-scene2d-ui/SKILL.md · 392 lines

How it starts

The opening of the file, as written. The whole thing — 392 lines — stays where its author put it; the contents beside it link to each section on GitHub.

libGDX Scene2D UI

Reference for Stage, Table layout, Skin, widgets, input handling, Actions system, coordinate conversion, and Viewport integration.

Stage

A scene graph that manages Actors, handles input events, and owns an internal SpriteBatch. In each frame you must call act(delta) then draw().

// In create() or show():
Stage stage = new Stage(new FitViewport(800, 480));
Gdx.input.setInputProcessor(stage);  // REQUIRED — without this, no UI input works

// In render():
ScreenUtils.clear(0.2f, 0.2f, 0.2f, 1f);
stage.act(Gdx.graphics.getDeltaTime());  // update Actions, fire pending events
stage.draw();                             // render all Actors

// In resize():
stage.getViewport().update(width, height, true);  // true = center camera

// In dispose():
stage.dispose();  // disposes internal SpriteBatch and all Actor resources

stage.act(delta) MUST be called before stage.draw(). act() advances Actions (animations, timers), processes pending events, and updates Actor state. Skipping it means Actions don't run and events don't fire.

Stage disposal: stage.dispose() disposes the Stage's SpriteBatch only when Stage created it (default constructor or Stage(viewport)). If you pass an external SpriteBatch via new Stage(viewport, batch), stage.dispose() does not dispose it — you must dispose that batch yourself. This matters when sharing a SpriteBatch between Stage and game rendering. Dispose Skin separately — Stage does not own it.

Actor

Base class for everything in the scene graph. Has position, size, rotation, origin, color, visibility, and name.

actor.setPosition(x, y);
actor.setSize(width, height);
actor.setRotation(degrees);     // counter-clockwise
actor.setColor(Color.RED);      // tints the actor
actor.setVisible(false);        // hides actor AND skips input
actor.setTouchable(Touchable.disabled);  // disables input, still visible
actor.addAction(action);        // attach an Action
actor.addListener(listener);    // attach an event listener

Read the full file on GitHub · 392 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. 12d ago First seen · 392 lines · 94 tokens per session scan A 50242ab4dee4

Subscribe to this mod's changes

libgdx-scene2d-ui is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 94 tokens to every session and 4,245 once invoked, about $0.0005 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.

Related

Other skills, from other repositories

cesiumjs-models-particles

CesiumJS models, glTF, and particle effects - Model, KHRmeshoptcompression, CAD glTF extensions, EdgeDisplayMode, ModelAnimation, ModelNode, ParticleSystem, emitters, GPM extensions. Use when loading compressed or CAD-style glTF/GLB models, controlling edge rendering, playing model animations, positioning particles…

CesiumGS/cesiumjs-skills · 87 tokens

cesiumjs-materials-shaders

CesiumJS materials and post-processing — Material, Fabric JSON, MaterialAppearance, ImageBasedLighting, PostProcessStage, PostProcessStageLibrary, bloom, depth of field, ambient occlusion, FXAA, tonemapping, BlendingState. Use when defining Fabric materials for entities or primitives, configuring PBR image-based…

CesiumGS/cesiumjs-skills · 83 tokens

atmosphere-shader

Generate physically-based atmospheric scattering shaders — sky domes, planetary atmospheres, LUT-optimized pipelines, depth-aware post-processing. Four modes — sky-dome, atmosphere-post, planet, lut. Triggers on atmospheric scattering, sky shader, sunset rendering, planet atmosphere, Rayleigh scattering, Mie…

tdimino/claude-code-minoan · 96 tokens

particle-swarm-sim

Generate 20,000+ particle swarm simulators in two modes: sandbox (complete Three.js host runtime with gesture controls, security validation, code injection pipeline) and sim (behavior function bodies that position/color particles via a sandboxed API). The AI writes ONLY a function body — the host handles rendering…

tdimino/claude-code-minoan · 0 tokens

sprite-forge

Generate game sprites, SVG characters, ASCII art, animated mascots, and isometric turnarounds from images or descriptions. Five output modes: SVG characters, game sprite sheets with atlas metadata, 8-way isometric turnarounds, ASCII/Unicode terminal art, GSAP-animated mascots. Triggers on sprite, pixel art, SVG…

tdimino/claude-code-minoan · 95 tokens

meshy-3d-generation

Generate 3D models, textures, images, rig characters, and animate them using the Meshy AI API. Handles API key detection, setup, and all generation workflows via direct HTTP calls. Use when the user asks to create 3D models, convert text/images to 3D, texture models, rig or animate characters, or interact with the…

meshy-dev/meshy-3d-agent · 101 tokens