screens

screens is a skill for Claude Code, Codex from vchelaru/FlatRedBall2. It costs 64 tokens per session (3,142 once invoked), scanned A, original, MIT.

A guide to screens in FlatRedBall2, where a screen is a top-level game state such as a level, menu, or game-over view.

In plain words
What is it for?
Use it to create screens, manage transitions, pass data between game states, and implement initialization, per-frame updates, and destruction.
Why use it?
It explains when game objects are created, updated, and destroyed, reducing mistakes during screen changes and cleanup.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/vchelaru/flatredball2/screens
Any agent
npx skills add vchelaru/FlatRedBall2 --skill screens
Clone the repo
git clone --depth 1 https://github.com/vchelaru/FlatRedBall2

Made for: Claude Code, Codex.

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 screens

README.md
[![agentmods](https://agentmods.dev/badge/skills/vchelaru/flatredball2/screens.svg)](https://agentmods.dev/skills/vchelaru/flatredball2/screens)
Your own site
<a href="https://agentmods.dev/skills/vchelaru/flatredball2/screens"><img src="https://agentmods.dev/badge/skills/vchelaru/flatredball2/screens.svg" alt="Measured on agentmods" height="20"></a>
Per session 64 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,142 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00064 $0.03142
Opus 5 $0.00032 $0.01571
Sonnet 5 $0.00013 $0.00628
Haiku 4.5 $0.00006 $0.00314

Measured yesterday against content hash c09fc5c5809d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

screens 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.

frb-skills/screens/SKILL.md · 281 lines

How it starts

The opening of the file, as written. The whole thing — 281 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Screens in FlatRedBall2

A Screen is the top-level container for a game state — a level, a menu, a game-over sequence. Each screen owns its entities, collision relationships, Gum UI, and camera. Only one screen is active at a time.

Creating a Screen

Subclass Screen and override the lifecycle hooks you need:

public class GameScreen : Screen
{
    private Factory<Player> _playerFactory = null!;

    public override void CustomInitialize()
    {
        // Create factories, entities, collision relationships, Gum UI
        _playerFactory = new Factory<Player>(this);
        _playerFactory.Create();
    }

    public override void CustomActivity(FrameTime time)
    {
        // Per-frame game logic (after physics and collision have already run)
    }

    public override void CustomDestroy()
    {
        // Optional cleanup before the screen is torn down
        // Factories and entities are destroyed automatically — only needed
        // for external resources you opened manually
    }
}

Lifecycle Order Each Frame

See engine-overview for the full 8-step frame loop. Key ordering for screens:

  • Entity CustomActivity runs before Screen CustomActivity — the screen always sees post-entity, post-collision state.
  • CustomInitialize runs once when the screen is activated, before the first frame.

What's Available on a Screen

Property Type Notes
Camera Camera This screen's camera — set background color, world bounds, position
Engine FlatRedBallService Access to Random, Input, Audio, etc.
ContentLoader ContentLoader Load textures, fonts, and other content
RenderList IReadOnlyList<IRenderable> All renderables sorted and drawn each frame; use Add/Remove to modify
Layers List<Layer> Named layers for render ordering

Returning Data from a Sub-Screen

When a sub-screen (e.g., a battle screen) needs to pass results back to the parent, use the configure callback on the return transition. The configure runs before the destination screen's CustomInitialize, so the data is ready immediately:

Read the full file on GitHub · 281 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. yesterday First seen · 281 lines · 64 tokens per session scan A c09fc5c5809d

Subscribe to this mod's changes

screens is a skill published in the GitHub repository vchelaru/FlatRedBall2 (14 stars, last pushed today), licensed MIT. It adds 64 tokens to every session and 3,142 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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