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.
npx agentmods add skills/vchelaru/flatredball2/input-systemnpx skills add vchelaru/FlatRedBall2 --skill input-systemgit clone --depth 1 https://github.com/vchelaru/FlatRedBall2Wrote 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.
[](https://agentmods.dev/skills/vchelaru/flatredball2/input-system)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/input-system"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/input-system.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00086 | $0.01745 |
| Opus 5 | $0.00043 | $0.00873 |
| Sonnet 5 | $0.00017 | $0.00349 |
| Haiku 4.5 | $0.00009 | $0.00175 |
Grade A, and why
input-system 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 yesterday.
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.
How it starts
The opening of the file, as written. The whole thing — 171 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Input System in FlatRedBall2
All input is accessed through Engine.Input from inside any entity or screen. The input manager exposes keyboard, cursor (mouse/touch), and up to four gamepads.
Accessing Input Devices
// Works in Entity.CustomActivity, Screen.CustomActivity, or anywhere Engine is available:
var keyboard = Engine.Input.Keyboard; // IKeyboard
var cursor = Engine.Input.Cursor; // ICursor
var gamepad0 = Engine.Input.GetGamepad(0); // IGamepad, index 0–3
GetGamepad(int index) throws ArgumentOutOfRangeException for index values outside 0–3.
IKeyboard
IKeyboard kb = Engine.Input.Keyboard;
bool held = kb.IsKeyDown(Keys.Space); // true every frame while held
bool pressed = kb.WasKeyPressed(Keys.Space); // true only on first frame down
bool released = kb.WasKeyJustReleased(Keys.Space);// true only on first frame up
ICursor (Mouse / Touch)
ICursor cursor = Engine.Input.Cursor;
bool clicking = cursor.PrimaryDown; // left mouse button or touch held
bool justClicked = cursor.PrimaryPressed; // left mouse button or touch just started
Vector2 worldPos = cursor.WorldPosition; // position in world space (Y+ up)
Vector2 screenPos = cursor.ScreenPosition; // position in screen pixels
bool overShape = cursor.IsOver(myCircle); // hit-test against any IShape
bool overEntity = cursor.IsOver(this); // hit-test against an entity's shapes
IGamepad
IGamepad pad = Engine.Input.GetGamepad(0);
bool held = pad.IsButtonDown(Buttons.A);
bool justPressed = pad.WasButtonJustPressed(Buttons.A);
bool justReleased = pad.WasButtonJustReleased(Buttons.A);
float axisValue = pad.GetAxis(GamepadAxis.LeftStickX); // -1.0 to 1.0
KeyboardInput2D — Directional Movement from Four Keys
KeyboardInput2D implements I2DInput and maps four keys to a normalized X/Y pair.
using FlatRedBall2.Input;
using Microsoft.Xna.Framework.Input;
public class Player : Entity
{
private KeyboardInput2D _movement = null!;
public override void CustomInitialize()
{
_movement = new KeyboardInput2D(
Engine.Input.Keyboard,
Keys.Left, // left → X = -1
Keys.Right, // right → X = +1
Keys.Up, // up → Y = +1
Keys.Down); // down → Y = -1
}
public override void CustomActivity(FrameTime time)
{
const float Speed = 200f;
VelocityX = _movement.X * Speed;
VelocityY = _movement.Y * Speed;
}
}
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.
- yesterday First seen · 171 lines · 86 tokens per session scan A 8239438b3746
input-system is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 86 tokens to every session and 1,745 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 2026-09-04.
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