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JohannesRabauer

@johannesrabauer source repo

81 published skills

  1. Javafx Testing Packaging Distribution · johannesrabauer
    Test JavaFX UIs and ship them with jlink, jpackage, auto-updaters, and target-aware distribution choices.
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  2. Javafx Ecosystem Controls Productivity · johannesrabauer
    Choose and integrate mature third-party JavaFX control libraries for forms, productivity widgets, theming, and developer workflow support.
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  3. Javafx Real World Application Patterns · johannesrabauer
    Compose multiple JavaFX skills into realistic editor, dashboard, media, and developer-tool application blueprints.
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  4. Fxgl Rpg · johannesrabauer
    Build an RPG or JRPG in FXGL — define character stats (ATK, DEF, HP, MP, SPD, XP/level), implement an experience and leveling system with stat growth, create a turn-based battle scene that transitions from overworld exploration, build an equipment system that modifies effective stats, implement status effects (poison, stun, burn) that persist across turns, define abilities with MP cost and target types, trigger encounters on NPC contact or random steps, display a battle menu (Attack/Skill/Item/Run), show loot and XP rewards on victory, and save the full party state with SaveLoadService. Use this skill when building a classic RPG, JRPG, turn-based adventure, or any game with stats, leveling, and structured battle sequences.
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  5. Fxgl Audio · johannesrabauer
    Play and manage audio in FXGL — trigger one-shot sound effects, loop background music, control master and per-type volume, load sound and music assets, use the AudioPlayer service directly, and speak text via platform TTS. Use this skill when adding sound effects to game events, playing background music, implementing volume sliders, or integrating text-to-speech dialogue in a game.
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  6. Fxgl Input · johannesrabauer
    Handle all input in FXGL — bind keyboard keys (held, press, release), mouse buttons and position, virtual on-screen joystick and controller buttons, hardware gamepad via fxgl- controllerinput, capture and replay input recordings, register input combos/sequences, and use the fluent input builder. Use this skill when wiring player controls, implementing key rebinding, adding mobile touch controls, recording demos, or implementing fighting-game combo systems.
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  7. Javafx Theming Icons Styling · johannesrabauer
    Apply JavaFX themes, icon packs, stylesheet architecture, and live styling workflows consistently.
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  8. Javafx Reactive Binding State · johannesrabauer
    Extend JavaFX with advanced bindings, event streams, reducers, and synchronized reactive state.
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  9. Javafx Workflow Graph Editors · johannesrabauer
    Build node-based JavaFX workflow editors, graph canvases, and visual programming surfaces with clean model separation.
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  10. Javafx Architecture Frameworks · johannesrabauer
    Choose JavaFX architecture patterns such as plain scene-graph, MVP, MVVM, MVCI, DI, and routed shells.
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  11. Javafx Midi Device Integration · johannesrabauer
    Connect JavaFX to javax.sound.midi devices, sequencers, and receivers with safe FX-thread bridging.
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  12. Javafx Mobile Embedded Targets · johannesrabauer
    Plan JavaFX applications for mobile, embedded, browser-delivered, and multi-target runtimes with explicit platform boundaries.
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  13. Javafx Midi Keyboard Controller · johannesrabauer
    Build JavaFX piano-keyboard controls that map MIDI notes to white and black keys and show note state clearly.
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  14. Javafx Desktop Shell Integration · johannesrabauer
    Build JavaFX desktop shells with workbenches, detachable tabs, custom stages, tray integration, and persisted layouts.
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  15. Javafx Rich Text Documents Editors · johannesrabauer
    Build JavaFX editor-style applications for rich text, documents, annotation, and file-centric workflows.
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  16. Javafx Animation Canvas Render Loop · johannesrabauer
    Animate JavaFX UIs with Timeline, Transition, Canvas, and AnimationTimer-based render loops.
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  17. Javafx Calendar Scheduling Planning · johannesrabauer
    Build JavaFX calendar, date-centric scheduling, and Gantt-style planning interfaces with clear time-state ownership.
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  18. Javafx Forms Validation Preferences · johannesrabauer
    Build JavaFX forms, validation flows, suggestion inputs, and preferences screens with clear state ownership.
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  19. Javafx Data Visualization Dashboards · johannesrabauer
    Build JavaFX charts, dashboards, gauges, and high-volume visualizations with the right level of tooling.
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  20. Javafx Devtools Inspection Debugging · johannesrabauer
    Improve JavaFX development with scene inspection, CSS debugging, state-devtools, and diagnostic overlays.
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  21. Javafx Localization Runtime Language · johannesrabauer
    Localize JavaFX applications with resource bundles, locale-aware formatting, and runtime language switching.
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  22. Javafx Web Maps Embedded Integration · johannesrabauer
    Integrate JavaFX with JavaScript bridges, embedded browsers, maps, and browser-delivered JavaFX strategies.
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  23. Fxgl Placeholder Art Prompts · johannesrabauer bundle
    Generate AI-image prompts for temporary placeholder art in FXGL games. Optimize for gameplay readability, exact dimensions, consistent perspective, transparent backgrounds, and FXGL spritesheet compatibility rather than final production polish. Use this skill when a prototype needs usable stand-in art for sprites, portraits, UI icons, or environment tiles while real art is pending.
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  24. Fxgl Asset Sourcing Attribution · johannesrabauer bundle
    Source freely available third-party assets for an FXGL game, but only when the license clearly allows commercial use and modification. Download approved assets, organize them into the correct FXGL asset folders, and generate reusable provenance and attribution records for release compliance and optional in-game credits. Use this skill when you need spritesheets, portraits, UI icons, tiles, backgrounds, sound effects, or music from online sources without losing track of legal obligations.
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  25. Javafx Project Starter · johannesrabauer
    Scaffold a JavaFX application with baseline structure, module-aware startup wiring, and a first scene.
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  26. Javafx Media Webview 3d · johannesrabauer
    Use JavaFX Media, WebView/WebEngine core setup, and 3D scene-graph primitives safely.
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  27. Javafx Fxml Controls CSS · johannesrabauer
    Compose JavaFX views with FXML, controller injection, and control wiring.
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  28. Javafx Midi Visualization · johannesrabauer
    Visualize MIDI notes in JavaFX with piano rolls, waterfalls, note timelines, and chart-based views.
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  29. Javafx Terminal Emulators · johannesrabauer
    Build JavaFX terminal emulators or shell-style console panes with background process I/O, ANSI handling, and safe FX-thread updates.
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  30. Javafx Properties Bindings · johannesrabauer
    Build JavaFX UIs with core observable properties, bindings, and listeners.
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  31. Javafx 3d Modeling Printing · johannesrabauer
    Build JavaFX 3D modeling tools and print/export workflows with isolated geometry generation and preview rendering.
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  32. Javafx Concurrency Services · johannesrabauer
    Use javafx.concurrent Task and Service correctly for background work and responsive UIs.
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  33. Javafx Gestures Touch Input · johannesrabauer
    Handle JavaFX gestures, pinch-to-zoom, panning, and multi-touch interaction with explicit transform ownership.
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  34. Javafx UI Layout Navigation · johannesrabauer
    Structure JavaFX scenes with layout panes, root swapping, dialogs, and reusable navigation patterns.
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  35. Javafx Application Lifecycle · johannesrabauer
    Manage the JavaFX Application lifecycle, primary stage setup, startup sequencing, and shutdown behavior.
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  36. Javafx File Workflows Search · johannesrabauer
    Build JavaFX file choosers, directory watches, import/export flows, and desktop search interfaces safely.
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  37. Fxgl Metroidvania · johannesrabauer
    Build a Metroidvania in FXGL — connect multiple platforming rooms, transition between Tiled maps at screen edges, gate progression behind movement abilities, persist room state and item pickups, add a map overlay for explored rooms, support save points and fast travel, and handle backtracking through an interconnected world.
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  38. Fxgl Strategy Rts · johannesrabauer
    Build a real-time strategy game in FXGL — implement rectangle-drag unit selection with a rubber-band box overlay, right-click move commands routed to AStarMoveComponent per unit, group formation offsets to prevent unit overlap, a resource harvesting state machine (idle → gather → deposit), building placement with a ghost preview that turns red/green based on cell availability, a fog-of-war dark overlay clipped by unit vision circles, and a minimap that mirrors world entity positions. Use this skill when building a Command & Conquer style RTS, base-builder, resource manager, or any game with multi-unit selection and command-and-control mechanics. Triggers on: "rts", "real-time strategy", "unit selection", "right-click move", "fog of war", "resource gather", "building placement", "minimap", "formation", "base builder".
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  39. Fxgl Tactical Rpg · johannesrabauer
    Build a tactical RPG (TRPG) in FXGL — set up a tile grid where each unit occupies one cell, implement BFS movement range highlighting that respects terrain move cost, a turn order queue sorted by speed, an action point system limiting moves and actions per turn, ranged line-of-sight checking for archers, a combat formula (hitChance = ACC - EVA, damage = ATK - DEF), an ability system with AoE splash in a radius, and status effects (poison, sleep, haste) applied per turn. Use this skill when building a Final Fantasy Tactics style TRPG, grid combat game, turn-based strategy RPG, or any game with tile-based unit movement and turn-order combat. Triggers on: "tactical rpg", "trpg", "tactical", "turn-based tactical", "grid tactics", "xcom", "fire emblem", "grid combat", "turn order", "action points", "movement range", "bfs range", "line of sight ranged", "status effect turn", "hex grid combat".
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  40. Fxgl Visual Novel · johannesrabauer
    Build a visual novel in FXGL — swap full-screen background images per scene, position character sprites at Left/Center/Right with cross-fade transitions, reveal dialogue text character-by-character with a typewriter timer, present clickable choice buttons that branch the story, store narrative flags to track relationship scores and visited scenes, auto-save chapter progress with SaveLoadService, and support a backlog overlay that scrolls through past dialogue lines. Use this skill when building a visual novel, kinetic novel, dating sim dialogue system, or any choice-based narrative game with illustrated scenes. Triggers on: "visual novel", "dialogue box", "typewriter effect", "choice button", "narrative flags", "character sprite", "scene background swap", "backlog", "vn engine".
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  41. Fxgl Tower Defense · johannesrabauer
    Build a tower defense game in FXGL — implement waypoint-following enemies with WaypointMoveComponent, create a boolean grid for tower placement that excludes path cells, implement tower targeting logic (nearest/strongest/first enemy in range), fire projectiles from towers at enemies, build a wave-based enemy spawning system with configurable intervals, add gold rewards on enemy kills, deduct player lives when enemies reach the exit, implement tower sell/upgrade mechanics, preview tower range with a circle overlay, and support multiple tower types (basic, slow, splash, chain). Use this skill when building a tower defense game, lane defense, or any game where the player places defensive structures against waves of path-following enemies.
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  42. Fxgl AI Pathfinding · johannesrabauer
    Implement AI movement and pathfinding in FXGL — set up an AStarGrid, find paths using AStarPathfinder, attach AStarMoveComponent or RandomAStarMoveComponent to entities, implement GOAP (Goal-Oriented Action Planning) with world state and action preconditions, add SenseAI for vision and hearing, set up waypoint patrol routes, generate dungeons and mazes procedurally. Use this skill when making enemies chase the player, implementing patrol behaviours, building GOAP NPC AI, adding pathfinding to a tile-based game, or generating procedural levels.
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  43. Fxgl Endless Runner · johannesrabauer
    Build an endless runner in FXGL — auto-scroll the camera at increasing speed, keep the player at a fixed screen X while allowing only vertical movement (jump/duck), procedurally generate obstacles off the right edge and despawn them past the left edge, implement a distance-based score, collect coins along the path, scale difficulty with scroll speed and obstacle density, add power-ups (shield, magnet, jetpack, double score), and persist the high score with SaveLoadService. Use this skill when building a Temple Run-style 2D game, Jetpack Joyride-style endless scroller, or any auto-scrolling infinite runner. Triggers on: "endless runner", "auto-scroll", "infinite runner", "auto-scrolling", "procedural obstacles", "distance score", "jetpack joyride", "temple run 2D", "obstacle generation", "high score", "coin magnet".
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  44. Fxgl Game Lifecycle · johannesrabauer bundle
    Bootstrap and structure an FXGL game application — set up GameApplication subclass, configure initSettings, initGameVars, initInput, initGame, initPhysics, initUI, and onUpdate. Use this skill when creating a new FXGL game, adding engine services, configuring window size/title, setting application mode, or wiring the game loop.
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  45. Fxgl Project Starter · johannesrabauer bundle
    Start a new FXGL project through a bounded Socratic discovery flow, then turn the answers into a docs-first starter specification with ADRs, an arc42-lite architecture summary, and Mermaid use-case diagrams before scaffolding the project itself. Continue using the same questioning approach for initialization choices, and require documentation updates plus automated tests for every implemented step.
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  46. Fxgl Third Person 3d · johannesrabauer
    Build a third-person 3D game in FXGL — orbit a camera behind the player, move the character relative to camera direction, rotate the player to face travel direction, jump with manual 3D gravity, smooth the camera with a spring arm, avoid camera clipping, and optionally add lock-on combat behavior.
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  47. Fxgl Entity Component · johannesrabauer bundle
    FXGL Entity-Component System
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  48. Fxgl Variables Events · johannesrabauer
    Manage reactive game state in FXGL — declare typed world variables in initGameVars, read/write/increment them via DSL, bind JavaFX UI properties to live variable values, register property-change listeners triggered at specific thresholds, fire and subscribe to custom events on the EventBus, use the built-in game timer (runOnce, runAtInterval), and create offline timers that persist between sessions. Use this skill when tracking score, lives, time, game flags, wiring HUD to game state, implementing event-driven logic, or scheduling delayed/recurring actions.
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  49. Fxgl Particles Effects · johannesrabauer
    Add particle systems and visual effects to an FXGL game — configure ParticleEmitter with function-based setters (setVelocityFunction, setAccelerationFunction, setExpireFunction, setScaleFunction, setSpawnPointFunction); use built-in factory emitters (fire, explosion, smoke, rain); apply image-textured particles with multiplyColor / toColor; write custom per-particle physics via setControl; attach TrailParticleComponent for motion trails; apply SlowTimeEffect for bullet-time; apply WobbleEffect for screen-shake; stack multiple effects with EffectComponent; build fireworks displays. Use this skill when adding explosions, fire, smoke, rain, motion trails, impact bursts, bullet-time slow-motion, screen shake, or any particle-based visual polish.
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  50. Fxgl Physics Collision · johannesrabauer
    Configure Box2D physics in FXGL — add PhysicsComponent to entities, set body types (DYNAMIC, STATIC, KINEMATIC), define fixture properties (density, friction, restitution), handle collision callbacks (onCollisionBegin, onCollision, onCollisionEnd), detect collectibles, filter collisions, perform raycasting, and set up gravity. Use this skill when adding physics to a game, implementing platformer jump/gravity, handling bullet hits, detecting player picking up items, or setting up wall/floor colliders.
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  51. Fxgl Shmup · johannesrabauer
    Build a shoot 'em up (shmup) in FXGL — implement auto-scrolling background for vertical or horizontal scrollers, spawn enemy formations with timer-based waves, fire player bullets toward the scroll direction, script enemy bullet fan/ring/aimed patterns with ProjectileComponent, add power-up collectibles that upgrade weapons (spread shot, laser, shield), implement a lives-and-respawn system, build multi-phase boss fights, track score with chain multipliers, and despawn off-screen entities efficiently. Use this skill when building a space shooter, bullet shooter, vertical shmup, horizontal shmup, forced-scroll shooter, or any game in the shoot 'em up genre.
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  52. Fxgl Snake · johannesrabauer
    Build a Snake game in FXGL — move on a discrete grid by timer steps, store the body as a deque of grid cells, grow when food is eaten, buffer direction changes, detect self-collision and wall rules, increase speed as the snake grows, and support multiple food types or wrap mode.
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  53. Fxgl Voxel · johannesrabauer
    Build a voxel or Minecraft-style game in FXGL — store a chunked block grid, generate terrain, place and remove blocks by 3D picking, highlight selected voxels, manage a hotbar of block types, rebuild visible chunk geometry after edits, and save modified chunk data. Use this skill for sandbox voxel worlds, block-building prototypes, or destructible cubic terrain.
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  54. Fxgl Fps 3d · johannesrabauer
    Build a first-person 3D game in FXGL — set up a player-driven Camera3D, implement mouse look, move relative to the camera facing direction, add a crosshair HUD, raycast or pick 3D targets, simulate gravity and jumping, and manage a first-person weapon or interaction model. Use this skill for FPS, first-person exploration, or first-person puzzle prototypes built on FXGL's 3D scene support.
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  55. Fxgl Match3 · johannesrabauer
    Build a match-3 puzzle game in FXGL — create an NxM grid of gem entities from a 2D array, implement adjacent gem swapping with invalid-swap undo, detect horizontal and vertical matches of 3 or more same-type gems, clear matched gems with particle effects, apply gravity to fill gaps (gems fall down), spawn new gems from above to refill, cascade-loop to find new matches after each fall, award combo multipliers for cascades, create special gems from 4-match and 5-match patterns, and enforce level goals (clear N gems of type X within M moves). Use this skill when building a match-3 game, swap-puzzle, Candy Crush-style game, or any grid-based pattern matching puzzle. Triggers on: "match-3", "match3", "swap gems", "three in a row", "candy crush", "cascade", "gem grid", "puzzle grid", "combo multiplier", "special gem", "match puzzle".
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  56. Fxgl Racing · johannesrabauer
    Build a top-down racing game in FXGL — implement vehicle physics with forward thrust, steering, friction, and drift, create a circuit track with ordered checkpoint gates for lap counting, add AI opponents following a predefined racing line with waypoints, handle car-wall collisions with bounce-back, add power-up pickups on track (boost, shield, attack), track race position (1st/2nd/3rd), display lap timer and best lap, and implement a ghost replay system for time trials. Use this skill when building a top-down racer, kart racer, circuit racing game, or any vehicle-control game with lap-based competition.
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  57. Fxgl Rhythm · johannesrabauer
    Build a rhythm game in FXGL — parse a beatmap, spawn notes early enough to scroll into a hit zone on time, score inputs by timing window, handle combo and grades, support hold notes, and keep chart timing aligned with audio as closely as FXGL's current audio API allows.
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  58. Fxgl Brawler · johannesrabauer
    Build a beat 'em up brawler in FXGL — implement a side-scrolling stage that advances when all enemies in a section are defeated, melee hit detection using a short-lived hitbox entity in front of the player, knockback physics impulse on hit, hitstop (brief freeze on contact), an enemy crowd AI that surrounds the player with defined roles (approaching/circling/waiting), a combo counter with timeout, grapple and throw mechanics, food/item pickups that restore health, a boss fight at end of stage, and optional co-op with two players. Use this skill when building a Streets of Rage style brawler, Final Fight clone, beat 'em up, or any game with side-scrolling melee combat against enemy crowds. Triggers on: "brawler", "beat em up", "streets of rage", "melee crowd", "knockback", "combo counter", "hitstop", "grapple", "stage scrolling", "enemy crowd", "beat-em-up".
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  59. Fxgl Economy · johannesrabauer
    Implement inventory and trade/shop systems in FXGL — create typed Inventory objects, add/remove/query items, display inventory via InventoryListView, build a Shop with TradeItem buy/sell prices, open a ShopView or TradeView UI, implement buy and sell transactions, manage item stacks and capacity, and wire the shop to NPC collisions. Use this skill when adding an inventory system, item collection, a merchant shop, an upgrade store, or any economy mechanic.
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  60. Fxgl Pinball · johannesrabauer
    Build a pinball game in FXGL — configure a kinematic flipper that rotates on key press using Box2D physics, set up a high-restitution DYNAMIC ball that bounces elastically, add circular bumpers that apply linear impulse to the ball on contact, implement a plunger launch with charge-and-release force, set up a drain sensor at the bottom for ball loss, handle multi-ball mode, implement score multipliers from bumper combos, and add ramps that divert the ball to an upper playfield. Use this skill when building a pinball game, ball-and-flipper mechanic, or any physics simulation with flippers, bumpers, and high-restitution ball dynamics. Triggers on: "pinball", "flipper", "bumper", "plunger", "drain", "multi-ball", "ball physics", "high restitution", "pinball table", "score multiplier bumper".
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  61. Fxgl Scene3d · johannesrabauer
    Build 3D scenes in FXGL — enable experimental 3D mode, set up Camera3D with free-look or follow-entity modes, load OBJ models via AssetLoader, spawn 3D entities with Model3D views, create built-in 3D primitives (Cuboid, Prism, Torus, Cylinder, Cone), add a six- face Skybox, animate 3D entities with AnimationBuilder, implement 3D collision with PhysicsComponent3D, build a third-person camera, and create Minecraft-style voxel worlds. Use this skill when building a 3D game, a 3D level, a first-person or third- person view, a 3D model viewer, or any JavaFX 3D scene within FXGL.
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  62. Fxgl Stealth · johannesrabauer
    Build a stealth game in FXGL — implement a conical vision field for guards with configurable range and angle, line-of-sight raycasting blocked by wall entities, a three-state detection machine (unaware/suspicious/alerted), a detection meter that fills while in sight and decays out of sight, waypoint patrol routes that pause on detection, a noise system where player actions emit a radius heard by nearby guards, hiding spots (shadows/lockers) that suppress detection, non-lethal takedown mechanics, and an alarm system where alerted guards call for backup. Use this skill when building a stealth game, espionage game, guard-avoidance puzzle, or any game requiring line-of-sight and detection mechanics.
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  63. Fxgl Topdown · johannesrabauer
    Build a top-down 2D game in FXGL — disable gravity for the physics world, implement 8-direction normalized movement, bind the camera to follow the player with world bounds, aim and fire projectiles toward the mouse cursor, spawn a melee attack hitbox in the facing direction, trigger NPC interactions on proximity, handle area/room transitions at screen edges, display a minimap with entity dots, and load Tiled TMX tile-based worlds. Use this skill when building a Zelda-style adventure, twin-stick shooter, top-down RPG, arena shooter, or any bird's-eye-view 2D game.
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  64. Fxgl Breakout · johannesrabauer
    Build a Breakout or Arkanoid style game in FXGL — control a paddle horizontally, keep a ball at constant speed, bounce it off walls, paddle, and bricks, load brick layouts from level data, angle the reflection based on paddle hit position, handle lives and bottom-drain loss, spawn falling power-ups, and finish the level when all breakable bricks are destroyed.
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  65. Fxgl Fighting · johannesrabauer
    Build a fighting game in FXGL — implement a character state machine (idle/walk/jump/attack/ hurt/block/knockdown), separate hitbox and hurtbox entities for accurate hit detection, an input buffer for combo and special move recognition, frame- window management (startup/ active/recovery frames), health bar HUD with chip-damage animation, knockback on hit, block mechanics with chip damage, round timer and round structure, and combo counter display. Use this skill when building a 1v1 or 2v2 fighting game, a boss fight with frame-data mechanics, or any game requiring precise hitbox/hurtbox distinction.
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  66. Fxgl Animation · johannesrabauer
    Animate entities and JavaFX nodes in FXGL — translate, rotate, scale, and fade entities using AnimationBuilder DSL, play sprite sheet frame animations with AnimatedTexture and AnimationChannel, animate along bezier/path curves, animate JavaFX properties (color, opacity), chain sequential animations, apply easing interpolators, and spawn or despawn entities with built-in scale effects. Use this skill when adding movement tweens, character walk cycles, UI transitions, cutscene animations, or particle-like effects.
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  67. Fxgl Card Game · johannesrabauer
    Build a card game or deckbuilder in FXGL — manage a deck with shuffle and draw, display cards in a fanned hand layout with hover effects, implement drag-and-drop or click-to- play card interactions, enforce a mana/energy cost system per turn, define card effects (damage, heal, draw, buff, shield) with a unified interface, manage discard pile and deck reshuffling, implement turn phases (draw/main/end), animate cards flying to the play area, handle targeted card plays with enemy selection, and support a deckbuilding mode for adding/removing cards. Use this skill when building a card game (Slay the Spire, Hearthstone style), deckbuilder, or any game with collectible card mechanics.
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  68. Fxgl Dev Tools · johannesrabauer
    Use FXGL's built-in developer tools during development — enable the developer menu (F1 overlay), inspect all active entities and their components at runtime, use the in-game console to run commands without recompiling, profile FPS and memory with the profiler window, visualise entity bounding boxes and collision shapes, switch application mode between DEVELOPER and RELEASE, register custom dev console commands via DevService, use FXGL.debug() for console logging, and visualise graphs (pathfinding, dialogue, quest) at runtime. Use this skill when debugging game behaviour, tuning AI, stress-testing level generation, inspecting entity state at runtime, or setting up a cheat/test console for development.
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  69. Fxgl Minigames · johannesrabauer
    Use and extend the FXGL built-in mini-game system — launch lock-picking, sweet-spot, trigger-mash, trigger-sequence (QTE), circuit-breaker, and random-occurrence mini-games via MiniGameService, handle success/failure results, configure difficulty, and author custom mini-games. Use this skill when adding interactive skill-check moments, lock- picking mechanics, quick-time events, button-mashing sequences, or any mini-game overlay.
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  70. Fxgl Narrative · johannesrabauer bundle
    Implement cutscenes, dialogue, and video scenes in FXGL — create text cutscenes with CutsceneService, load and play branching dialogue graphs from JSON, run the DialogueScriptRunner with function nodes, play video cutscene files, trigger narrative scenes from collision or game events, and build custom dialogue UI. Use this skill when adding story sequences, NPC conversations, intro/outro scenes, branching player choices, or scripted in-game events.
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  71. Fxgl Roguelike · johannesrabauer
    Build a roguelike or roguelite game in FXGL — structure runs with a full state reset on death, save only meta-progression permanently, generate a new procedural dungeon each run with DungeonGenerator, implement weighted RNG loot tables, show 3-choice item offer screens, track run statistics (kills, gold, floor depth), gate boss fights at milestone floors, implement item synergies where items modify each other's effects, add curse mechanics as item downsides, and integrate a prestige/unlock system for permanent cross- run improvements. Use this skill when building a roguelike, roguelite, dungeon crawler, run-based game, or any permadeath game with procedural content.
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  72. Fxgl Save Load · johannesrabauer
    Implement save and load functionality in FXGL — use SaveLoadService to persist and restore game state, write/read DataFile via writeSaveState and readSaveState hooks, manage named save slots, implement auto-save on checkpoints, integrate save/load into the game menu, and handle save file existence checks. Use this skill when adding a save system, implementing slot-based saves, restoring game progress between sessions, or handling checkpoint saves.
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  73. Fxgl UI Scenes · johannesrabauer
    Build HUD, menus, dialogs, overlays, and scenes in FXGL — add UI nodes to the HUD, create custom main and game menus via SceneFactory, open modal dialogs (message, confirm, input, error, progress), push in-game notifications, implement GameSubScene overlays, bind text to game variables, control viewport and camera-follow, integrate FXML layouts, apply custom CSS, use nine-slice scaling images, add scrolling backgrounds, and add a minimap. Use this skill for anything related to game UI, HUD, screen transitions, or in-game menus.
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  74. Fxgl Platformer · johannesrabauer
    Build a side-scrolling platformer in FXGL — set up physics with gravity for a player entity, implement jump with coyote time and jump buffer, handle one-way pass-through platforms, attach moving kinematic platforms the player can ride, bind the camera viewport to the player with world bounds, add parallax scrolling background layers, load Tiled TMX levels with solid tile collision, detect pit/fall-out-of-bounds deaths, stomp enemies from above, and implement a checkpoint and respawn system. Use this skill when building a Mario-style, precision platformer, run-and-jump, or any side-scrolling game with gravity-driven movement.
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  75. Fxgl Procedural · johannesrabauer
    Generate procedural content in FXGL — create random dungeon layouts with DungeonGenerator and DungeonConfig (room size, count, grid dimensions), generate perfect mazes with MazeGenerator, convert generated Grid2D cells to spawned game entities via EntityFactory, seed generation for reproducible levels, mark special rooms (start, boss, treasure), solve generated mazes with A*, and integrate procedural levels with SaveLoadService for level codes. Use this skill when building a roguelike, endless runner, procedurally generated dungeon crawler, or any game where levels are generated at runtime rather than hand-crafted.
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  76. Fxgl Bullet Hell · johannesrabauer
    Build a bullet hell (danmaku) game in FXGL — create a tiny precise hitbox independent of the player sprite, add a graze sensor for near-miss scoring, script spiral and circular aimed bullet patterns, implement phase-based boss attack scripting, add a screen- clearing bomb that removes all enemy bullets, handle invincibility frames on hit, accelerate and decelerate bullets mid-flight, create homing bullets with delayed lock- on, and efficiently manage 1000+ simultaneous bullets on screen. Use this skill when building a danmaku shooter, pattern-based boss, or any game requiring dense bullet patterns and precise hitbox design.
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  77. Fxgl Multiplayer · johannesrabauer
    Add multiplayer and networking to an FXGL game — create TCP or WebSocket servers and clients via NetService, replicate entity spawns/positions/destruction across clients using MultiplayerService and NetworkComponent, synchronise player input, send and receive custom protocol messages, handle connect/disconnect events, and download files asynchronously. Use this skill when building a multiplayer game, a client-server architecture, a real-time entity sync system, or any network-connected feature in FXGL.
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  78. Fxgl Progression · johannesrabauer
    Implement achievements and quests in FXGL — define variable-tracked achievements in initSettings, listen for AchievementEvent, create quests with int/boolean objectives via QuestService, start/fail/complete quests, observe quest state changes, and chain objectives. Use this skill when adding an achievement system, implementing quest tracking, wiring game variables to unlockable goals, or building a quest log UI.
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  79. Fxgl Idle Clicker · johannesrabauer
    Build an incremental idle or clicker game in FXGL — click for resources, buy auto-producers, scale costs exponentially, show passive income in the HUD, unlock upgrades by milestones, calculate capped offline progress on load, format very large numbers, and implement prestige resets with permanent bonuses.
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  80. Fxgl Intelligence · johannesrabauer bundle
    Integrate ML-powered intelligence features into an FXGL game via the fxgl-intelligence module — face detection from webcam, hand gesture recognition, hand landmark tracking, speech recognition for voice commands, and platform text-to-speech. Use this skill when building accessibility features, gesture-controlled games, voice-commanded gameplay, facial-expression-driven mechanics, or spoken NPC dialogue.
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  81. Fxgl Level Assets · johannesrabauer
    FXGL Level Loading & Asset Management
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