Skills publicadas
Mostrando 12 de 28libgdx-scene2d-ui
Use when writing libGDX Java/Kotlin code involving Scene2D UI — Stage, Table layout, Skin, widgets (Label, TextButton, TextField, CheckBox, Slider, SelectBox, ScrollPane, Dialog, Window), input handling (ClickListener, ChangeListener, InputListener), Actions animations, or InputMultiplexer. Use when debugging UI not responding to input, layout issues, or coordinate conversion problems.
libgdx-3d-rendering
Use when writing libGDX Java/Kotlin code involving 3D rendering — ModelBatch, ModelInstance, Model loading (G3DJ/G3DB/OBJ), ModelBuilder procedural meshes, Environment and lighting (DirectionalLight/PointLight), PerspectiveCamera, Materials and Attributes (ColorAttribute/TextureAttribute/BlendingAttribute), AnimationController, or camera controllers (CameraInputController/FirstPersonCameraControll
libgdx-tiled-maps
Use when writing libGDX Java/Kotlin code involving Tiled maps — TmxMapLoader, TiledMap, TiledMapTileLayer, OrthogonalTiledMapRenderer, object layers, MapProperties, unitScale, or collision extraction from map data. Use when debugging wrong tile positions, missing layers, object coordinate issues, or map not rendering.
libgdx-audio-lifecycle
Use when writing libGDX Java/Kotlin code involving audio (Sound, Music, Gdx.audio). Use when debugging audio not playing, audio format issues, or platform-specific audio behavior in libGDX.
libgdx-application-lifecycle
Use when writing a libGDX ApplicationListener or ApplicationAdapter, structuring a game's main class, or debugging lifecycle issues like missing disposal, initialization crashes, or incorrect pause/resume behavior. Use when asking where to put initialization code, how to get delta time, or which types need dispose().
libgdx-headless-backend
Use when writing libGDX Java/Kotlin code that runs without a display — dedicated game servers, CI/testing of non-rendering logic, procedural generation at build time, or headless simulation. Use when asking about HeadlessApplication, HeadlessApplicationConfiguration, updatesPerSecond, or what libGDX APIs work without OpenGL.
libgdx-input-handling
Use when writing libGDX Java/Kotlin code involving input handling — InputProcessor, InputAdapter, InputMultiplexer, GestureDetector, polling (isKeyPressed/isTouched), coordinate unprojection, or Android back/menu key catching. Use when debugging missed input events, wrong click positions, or UI not receiving touches.
libgdx-framebuffer-pixmap
Use when writing libGDX Java/Kotlin code involving FrameBuffer (FBO), render-to-texture, post-processing, FloatFrameBuffer, GLFrameBuffer, Pixmap, runtime texture generation, screen capture, pixel manipulation, or PixmapIO. Use when debugging upside-down FBO rendering, FBO nesting issues, native memory leaks from Pixmap, or blend state corruption from post-processing.
libgdx-gdx-ai
Use when writing libGDX Java/Kotlin code involving gdx-ai — steering behaviors (Steerable, Arrive, Seek, Flee, Wander, Pursue, Evade, BlendedSteering, PrioritySteering), A* pathfinding (IndexedAStarPathFinder, Graph, Heuristic), behavior trees (BehaviorTree, LeafTask, Sequence, Selector, .tree text format, BehaviorTreeParser), finite state machines (State, DefaultStateMachine, StackStateMachine, M
libgdx-particles
Use when writing libGDX Java/Kotlin code involving 2D or 3D particle effects — ParticleEffect, ParticleEffectPool, ParticleEmitter, particle loading, AssetManager integration, blend functions, or the 3D particle system (ParticleSystem, BillboardParticleBatch). Use when debugging frozen particles, compounding scale, pooled effect leaks, or wrong blend modes.
libgdx-file-io-preferences
Use when writing libGDX Java/Kotlin code involving file I/O (FileHandle, Gdx.files, FileType) or persistent storage (Preferences). Use when debugging files not found, write failures on Android/iOS, wrong file paths across platforms, or preferences not persisting.
libgdx-shaders
Use when writing libGDX Java/Kotlin code involving ShaderProgram, GLSL shaders, custom SpriteBatch shaders, Mesh rendering, or uniform/attribute setup. Use when debugging black screen, white screen, shader compilation errors, or "works on desktop but broken on phone" issues.