AgentSkillsCN

DragonRuby Game Toolkit

当用户要求“创建游戏”、“制作游戏”、“游戏开发”、“dragonruby”、“drgtk”、“游戏循环”、“tick方法”、“精灵渲染”、“游戏状态”,或提及args.outputs、args.state、args.inputs、坐标系、碰撞检测、动画帧或场景管理时,应使用此技能。在编辑DragonRuby游戏文件、处理2D游戏逻辑或讨论游戏性能优化时也应使用此技能。

SKILL.md
--- frontmatter
name: DragonRuby Game Toolkit
description: This skill should be used when the user asks to "create a game", "make a game", "game development", "dragonruby", "drgtk", "game loop", "tick method", "sprite rendering", "game state", or mentions args.outputs, args.state, args.inputs, coordinate system, collision detection, animation frames, or scene management. Should also be used when editing DragonRuby game files, working on 2D game logic, or discussing game performance optimization.
version: 1.0.3

DragonRuby Game Toolkit

This skill provides comprehensive guidance for building 2D games with DragonRuby Game Toolkit (DRGTK). Use for game loop implementation, sprite rendering, input handling, collision detection, animation, and scene management.

Quick Reference

Basic Game Structure

ruby
def boot args
  args.state = {}
end

def tick args
  # Called 60 times per second
  args.state.player ||= { x: 640, y: 360, w: 50, h: 50, path: 'player.png' }

  # Handle input
  args.state.player.x += 5 if args.inputs.right
  args.state.player.x -= 5 if args.inputs.left

  # Render
  args.outputs.sprites << args.state.player
end

Key Concepts

ConceptPurpose
def tick(args)Main game loop (60 FPS)
args.outputsRender sprites, labels, primitives
args.statePersistent game data storage
args.inputsKeyboard, mouse, controller input
args.gridScreen dimensions (1280x720)
GeometryCollision detection helpers

Coordinate System

  • Screen: 1280x720 pixels
  • Origin: Bottom-left (0, 0)
  • Y-axis: Increases upward
code
(0, 720) ─────────────── (1280, 720)
    │                        │
    │     1280 × 720         │
    │                        │
(0, 0) ─────────────── (1280, 0)

Rendering Primitives

Use args.outputs.primitives for FIFO (first-in, first-out) render order control.

Sprites (Images)

ruby
args.outputs.primitives << {
  x: 100, y: 100, w: 64, h: 64,
  path: 'sprites/player.png',
  angle: 45,
  anchor_x: 0.5, anchor_y: 0.5,
  r: 255, g: 255, b: 255, a: 255,
  flip_horizontally: false
}

Labels (Text)

ruby
args.outputs.primitives << {
  x: 640, y: 360,
  text: "Score: #{args.state.score}",
  size_px: 22,
  anchor_x: 0.5, anchor_y: 0.5,
  r: 255, g: 255, b: 255
}

Solids and Borders

ruby
# Filled rectangle (use primitive_marker: :solid)
args.outputs.primitives << {
  x: 0, y: 0, w: 100, h: 100,
  r: 255, g: 0, b: 0,
  primitive_marker: :solid
}

# For many rectangles, use path: :solid for better performance
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, path: :solid, r: 255, g: 0, b: 0 }

# Outline rectangle
args.outputs.primitives << { x: 0, y: 0, w: 100, h: 100, r: 0, g: 0, b: 0, primitive_marker: :border }

State Management

Use args.state with ||= for lazy initialization:

ruby
def tick args
  args.state.player ||= { x: 640, y: 360 }
  args.state.enemies ||= []
  args.state.score ||= 0
  args.state.scene ||= :title
end

Input Handling

Unified Input (Keyboard + Controller)

ruby
# Directional (arrows, WASD, gamepad)
args.inputs.up / down / left / right

# Magnitude values
args.inputs.left_right  # -1, 0, or 1
args.inputs.up_down     # -1, 0, or 1

Keyboard

ruby
args.inputs.keyboard.key_down.space   # Pressed this frame
args.inputs.keyboard.key_held.space   # Held down
args.inputs.keyboard.key_up.space     # Released this frame

Mouse

ruby
args.inputs.mouse.click               # Any button clicked
args.inputs.mouse.x / .y              # Position
args.inputs.mouse.inside_rect?(rect)  # Collision check

Collision Detection

ruby
if Geometry.intersect_rect?(player, enemy)
  enemy.dead = true
  args.state.score += 1
end

# Clean up dead entities
args.state.enemies.reject! { |e| e.dead }

Animation

ruby
# Frame-based animation
sprite_index = 0.frame_index(count: 6, hold_for: 8, repeat: true)
args.state.player.path = "sprites/player-#{sprite_index}.png"

Scene Management

ruby
def tick args
  args.state.scene ||= :title
  send("#{args.state.scene}_tick", args)
end

def title_tick args
  args.outputs.labels << { x: 640, y: 400, text: "Press SPACE", anchor_x: 0.5 }
  args.state.scene = :gameplay if args.inputs.keyboard.key_down.space
end

def gameplay_tick args
  # Game logic here
end

Best Practices

Do

  • Use hash syntax for sprites/labels (clearer than arrays)
  • Use ||= for state initialization
  • Remove offscreen entities to prevent memory leaks
  • Update logic before rendering
  • Use $gtk.reset during development to reset state
  • Use args.outputs.primitives for FIFO render order control
  • Use primitive_marker: :solid or :border for rectangle types

Don't

  • Hardcode magic numbers (use constants like FPS = 60)
  • Forget early returns in scene methods
  • Render before updating state (causes 1-frame lag)
  • Let collections grow infinitely (reject dead entities)

Additional Resources

Reference Files

For detailed API documentation and patterns:

  • references/core.md - Game loop, args object, rendering, coordinates
  • references/input.md - Keyboard, mouse, controller input patterns
  • references/entities.md - Entity spawning, collision, lifecycle
  • references/game-logic/state.md - Timers, scoring, scene transitions
  • references/game-logic/persistence.md - Save/load, file I/O patterns
  • references/audio.md - Sound effects, music playback, audio controls
  • references/rendering/primitives.md - Sprites, labels, solids, borders, layering
  • references/rendering/animation.md - frame_index, spritesheets, easing functions

Example Files

Working code in examples/:

  • examples/core/ - Hello world, sprites, labels, state, coordinates
  • examples/input/ - Directional, keyboard, mouse, movement
  • examples/entities/ - Storage, factories, collision, lifecycle
  • examples/game-logic/ - Timers, scoring, save/load, state transitions
  • examples/audio/ - Sound effects, background music, pause/resume
  • examples/rendering/ - Sprites, labels, animation, layering

Development Workflow

ruby
def tick args
  # Game logic
end

$gtk.reset  # Add at end during development

Reset Methods

ruby
$gtk.reset            # Immediate reset
$gtk.reset_next_tick  # Reset before next tick (safer)

Debug Output

ruby
args.outputs.debug << "Frame: #{Kernel.tick_count}"
args.outputs.debug.watch args.state.player