Agent skill

Platformer Physics

by vchelaru in vchelaru/FlatRedBall

How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.

MITAuto-check passedGame Development

Install Platformer Physics

skills CLI
$ npx skills add vchelaru/FlatRedBall --skill platformer-physics -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install vchelaru/FlatRedBall platformer-physics --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/vchelaru/FlatRedBall.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/platformer-physics .claude/skills/platformer-physics && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
platformer-physics
GitHub stars
578
Token cost
~721 tokens
SKILL.md length
251 words
Files
1
Skills in repo
32
Repo updated
First seen
Licence
MIT

At a glance

How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.

  • Game Development work in your project
  • SKILL.md covers Movement value sets and state…, Terrain-specific values (ice,…, Value meanings and Related docs
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Platformer Physics is an agent skill from vchelaru/FlatRedBall. How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching. Triggers: PlatformerValues, MovementType, GroundMovement, AirMovement, AfterDoubleJump, CurrentMovement, GroundCollidedAgainst, IsOnGround, PlatformerPlugin.

Its SKILL.md is about 720 tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. The repository describes itself as: Cross-platform 2D game engine focused on ultimate productivity built in .NET. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/platformer-physics”

What it can do on your machine

Read from SKILL.md and the folder at commit f30172a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Platformer Physics loads about 721 tokens when it runs. Until then it costs about 79 tokens; SKILL.md has 251 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~79
When it runs · the whole SKILL.md, loaded when a task matches
~721

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from vchelaru/FlatRedBall at commit f30172a, republished under its MIT licence (© vchelaru). 251 words, ~721 tokens.

Download SKILL.mdSave it as .claude/skills/platformer-physics/SKILL.md (or your agent's skills folder).
name
platformer-physics
description
How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching. Triggers: PlatformerValues, MovementType, GroundMovement, AirMovement, AfterDoubleJump, CurrentMovement, GroundCollidedAgainst, IsOnGround, PlatformerPlugin.

Platformer Physics

Platformer entities are generated code, not engine classes: FRBDK/Glue/PlatformerPlugin (the Glue plugin) reads Models/PlatformerValues.cs field values from the Glue project and emits the actual movement logic into the user's project via CodeGenerators/EntityCodeGenerator.cs. To change runtime platformer behavior, edit the templates in EntityCodeGenerator.cs; to change what values a user can configure, edit Models/PlatformerValues.cs + the plugin's ViewModels/Views.

Movement value sets and state machine

A platformer entity holds up to three PlatformerValues sets — GroundMovement, AirMovement, AfterDoubleJump — plus an enum MovementType {Ground, Air, AfterDoubleJump}. CurrentMovementType setter calls UpdateCurrentMovement() (EntityCodeGenerator.cs:337) which resolves CurrentMovement to the matching set (falls back to AirMovement if AfterDoubleJump is unset) and applies Gravity→YAcceleration. DetermineMovementValues() (EntityCodeGenerator.cs:666) drives the Ground/Air/AfterDoubleJump transitions each frame off mIsOnGround and mHasDoubleJumped.

mIsOnGround is set only inside CollideAgainst(...) during solid-collision resolution (EntityCodeGenerator.cs:882), not by any standalone "am I touching the floor" check — it's a side effect of that frame's collision pass.

Terrain-specific values (ice, water, sticky) aren't automatic

Swapping GroundMovement/AirMovement per terrain type is user code, not plugin-generated: check GroundCollidedAgainst/ItemsCollidedAgainst (populated after all of that frame's collision resolves) against named TileShapeCollection relationships in CustomActivity, then reassign e.g. this.GroundMovement = PlatformerValuesStatic[...IceGround]. Full pattern: FlatRedBallDocs/tutorials/platformer-plugin/groundcollidedagainst-for-movement-values.md.

Value meanings

Full explanations (with tuning guidance and video examples) live in FlatRedBallDocs/tutorials/platformer-plugin/platformer-basics/04-control-values.md. Field reference: Models/PlatformerValues.cs. Key gotcha: AccelerationTimeX/DecelerationTimeX of 0 means Immediate movement (no easing); JumpApplyByButtonHold implements variable jump height by turning gravity off while held, not by delaying the jump.

FlatRedBallDocs/tutorials/platformer-plugin/ has the full tutorial tree (basics, animations, ladders, moving platforms, multiplayer, etc.) — check there before re-deriving behavior from code.

© vchelaru, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/platformer-physics of vchelaru/FlatRedBall.

Open the folder on GitHubat commit f30172a

Compare with similar skills

Platformer Physics next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Platformer Physics compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Platformer Physics this skillvchelaru/FlatRedBall578—~721Automated safety check: PassMIT
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k2 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.4k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Platformer Physics

What does Platformer Physics do?

How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching. Platformer Physics is an agent skill from vchelaru/FlatRedBall. How FRB's platformer entity movement/physics works — MovementType state machine, ground/air value sets, collision-driven terrain switching.

When should I use Platformer Physics?

Platformer Physics fits situations like: game Development work in your project.

How do I install Platformer Physics in Claude Code?

Run `npx skills add vchelaru/FlatRedBall --skill platformer-physics -a claude-code`. Or copy the skill folder (.claude/skills/platformer-physics in vchelaru/FlatRedBall) into .claude/skills/platformer-physics in your project. Claude Code loads it when a task matches its description.

How do I install Platformer Physics in Codex?

Run `npx skills add vchelaru/FlatRedBall --skill platformer-physics -a codex`. Or copy the skill folder (.claude/skills/platformer-physics in vchelaru/FlatRedBall) into .agents/skills/platformer-physics in your project. Codex loads it when a task matches its description.

Can I use Platformer Physics in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add vchelaru/FlatRedBall --skill platformer-physics -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/platformer-physics, .gemini/skills/platformer-physics, .github/skills/platformer-physics and .opencode/skills/platformer-physics in your project.

What does Platformer Physics need to run?

SKILL.md names no scripts, command-line tools or credentials: Platformer Physics is instructions for the agent only.

Does Platformer Physics access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Platformer Physics safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Platformer Physics use?

Platformer Physics is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Platformer Physics use?

About 721 tokens (SKILL.md is roughly 2.9k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Platformer Physics?

Skills that share tags, products or a category with Platformer Physics: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Platformer Physics?

vchelaru (a GitHub user) maintains it in vchelaru/FlatRedBall, which has 578 GitHub stars. The repository holds 32 skills in this directory. The repository was last updated on October 2, 2026.

Source: vchelaru/FlatRedBall on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.