Canonical coding skills for FXGL game development with Java 17+ and FXGL 21.x — game types, physics, AI, animation, audio, UI, and more
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.
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.
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.
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.
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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Canonical, tool-agnostic coding skills for AI-assisted FXGL game development (Java 17+, FXGL 21.x). Compatible with Claude Code, GitHub Copilot, Cursor, and any MCP-capable AI tool.
Browse skills → | MCP Server →
/plugin marketplace add JohannesRabauer/fxgl-skills
/plugin install fxgl-skills@fxgl-marketplace
Requires Claude Code 1.0.33 or later (claude --version to check).
Gives your AI assistant direct access to all skills via list_skills, get_skill, and search_skills tools:
claude mcp add fxgl-skills -- npx --package=fxgl-skills -y fxgl-skills-mcp
Or install from smithery.ai with one click.
Point your client at the hosted endpoint:
https://fxgl-skills-mcp.onrender.com/mcp
npm install fxgl-skills
import { skills, getSkill, getSkillContent } from 'fxgl-skills';
const skill = getSkill('fxgl-platformer'); // metadata + full SKILL.md content
const all = skills; // array of all skill metadata
Download fxgl-skills.zip
and drop the skills/ folder wherever your AI tool can read it, then point your tool at
skills/index.json to start.
Make FXGL implementation guidance easy to consume by humans, GitHub Copilot, Claude Code, Cursor, and generic agent runtimes without locking the content into any single tool format.
| Path | Purpose |
|---|---|
skills/*/SKILL.md | Canonical skill documents |
skills/index.json | Tool-friendly skill inventory |
docs/ | Domain and game-type analysis docs |
agents.md | Main repository guidance for coding agents |
AGENTS.md | Compatibility entry point for agent tools |
.github/copilot-instructions.md | GitHub Copilot-specific adapter |
CLAUDE.md | Claude Code-specific adapter |
.cursor/rules/fxgl-skills.mdc | Cursor-specific adapter |
Every skill lives in skills/<skill-name>/SKILL.md and uses YAML front matter with these fields:
namedescriptiontriggerscompatibilitycategorytagsmetadataallowed-toolsThis keeps the repository readable as plain Markdown while still being easy to index.
skills/index.json to discover candidate skills.skills/*/SKILL.md files by category, tags, or triggers.../core-lib.Game-type skills are grouped in two ways:
skills/index.json under skillGroupsfxgl-brawler, fxgl-breakout, fxgl-bullet-hell, fxgl-card-game, fxgl-endless-runner,
fxgl-fighting, fxgl-idle-clicker, fxgl-match3, fxgl-metroidvania, fxgl-pinball,
fxgl-platformer, fxgl-racing, fxgl-rhythm, fxgl-roguelike, fxgl-rpg, fxgl-shmup,
fxgl-snake, fxgl-stealth, fxgl-strategy-rts, fxgl-tactical-rpg, fxgl-topdown,
fxgl-tower-defense, fxgl-visual-novel
fxgl-fps-3d, fxgl-third-person-3d, fxgl-voxel
For generic 3D primitives, models, and camera setup, use fxgl-scene3d alongside the 3D
game-type skill.
fxgl-project-starter
Use workflow skills to orchestrate discovery, documentation, scaffolding, and coordination across multiple FXGL subsystem skills.
docs/uc-overview.md is a catalog / index document, not a single skill target.docs/gt-tactical.md is covered by fxgl-tactical-rpg.npx claudepluginhub johannesrabauer/fxgl-skills --plugin fxgl-skillsCanonical JavaFX skills and MCP tools for Claude Code.
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