Audio in FlatRedBall2. Use when working with sound effects, background music, AudioManager, loading Song or SoundEffect, volume control, or collision sound triggers.
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…
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).
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.
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.
Entities and Factories in FlatRedBall2. Use when working with Entity subclasses, generic Factory types, spawning/creating/destroying entities, entity lifecycle, Add, shape children, CustomInitialize/CustomActivity, or Engine.GetFactory. Trigger on any entity creation, destruction, or factory question.
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.
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…
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…
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…
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.
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, GamepadPressableInput, and I2DInput/IPressableInput interfaces.
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.
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…
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.
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.
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.
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.
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…
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