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/levelsnpx skills add vchelaru/FlatRedBall2 --skill levelsgit 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/levels)<a href="https://agentmods.dev/skills/vchelaru/flatredball2/levels"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/levels.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 | $0.00052 | $0.02069 |
| Opus 5 | $0.00026 | $0.01035 |
| Sonnet 5 | $0.00010 | $0.00414 |
| Haiku 4.5 | $0.00005 | $0.00207 |
Grade A, and why
levels 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 — 156 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level Data in FlatRedBall2
Levels are defined as TMX files using the Tiled map format. Use the tmx skill to create or edit TMX files.
Level Setup in a Screen
Load a TMX file with TileMap, add it to the screen, and generate collision:
using FlatRedBall2.Tiled;
public class GameScreen : Screen
{
private TileShapes _solidCollision = null!;
public override void CustomInitialize()
{
var map = new TileMap("Content/Tiled/Level1.tmx", Engine.GraphicsDevice);
map.CenterOn(0, 0); // center map on world origin
Add(map);
_solidCollision = map.GenerateCollisionFromClass("SolidCollision");
Add(_solidCollision);
}
}
Key types (all in FlatRedBall2.Tiled):
TileMap— loads a TMX file, wraps layers, generates collisionTileMapLayer— per-layer Z, visibility, and render layer controlTileShapes— collision grid (FlatRedBall2.Collision)
TileMap Position
TileMap.X and TileMap.Y define the top-left corner of the map (Tiled convention). Default (0, 0) places the top-left at the world origin; the map extends right (+X) and down (−Y).
CenterOn(worldX, worldY) repositions the map so its center is at the given point.
Layer Z-Order
Layers are assigned Z values automatically: 1 apart in TMX order, with GameplayLayer at Z = 0 if it exists. Entities at Z = 0 naturally interleave at the gameplay layer. Override per-layer Z only when needed:
map.GetLayer("Foreground").Z = 100f;
Multiple Collision Types
var solid = map.GenerateCollisionFromClass("SolidCollision");
var jumpThrough = map.GenerateCollisionFromClass("JumpThroughCollision");
Add(solid);
Add(jumpThrough);
Each collection can have its own collision relationship. For jump-through platforms, set OneWayDirection = OneWayDirection.Up and CanDropThrough = true on the relationship — the player passes through from below, lands from above, and can drop down with Down+Jump. For hard one-way barriers (OneWayCollision tile class — Yoshi-style ratchet doors), set OneWayDirection = OneWayDirection.Up and leave CanDropThrough = false. See the collision-relationships skill for details. By default all tile layers and object layers are scanned — hand-drawn rectangle/polygon <object>s with a matching Class are collision sources too, not just painted tiles (see "Collision from hand-drawn object-layer shapes" below). Passing layerName restricts the scan to a single tile layer, skipping object layers entirely:
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 · 156 lines · 52 tokens per session scan A fd1314efb21e
levels is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed yesterday), licensed MIT. It adds 52 tokens to every session and 2,069 once invoked, about $0.0003 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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