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skills/create-gondwana-game/SKILL.md
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--- name: create-gondwana-game description: Builds or extends games, demos, samples, and gameplay features with the Gondwana C#/.NET game engine. Use when the user asks to make, create, scaffold, implement, port, or add a game or game mechanic with Gondwana, including requests such as "make Pong with Gondwana", "create a platformer", or "add particles/collisions/input to my Gondwana game". --- # Create a Gondwana Game Use this skill for game-facing implementation with Gondwana. The goal is not merely to produce plausible C# game code. Produce code that matches the **current Gondwana public API and intended architecture**. ## Establish authoritative context Before substantial implementation: 1. If the Gondwana MCP tools are available, call `get_repository_info`. 2. Read `AGENTS.md` from the current public/default Gondwana source unless the user explicitly names another ref. 3. Read `docs/ai/README.md`. 4. Inspect `Tooling/Gondwana.Templates/` for current project/startup conventions. 5. Identify and inspect the closest current demo in `Demos/`. 6. Search/read the source for the public types the implementation will use. 7. Search/read the relevant wiki pages for the intended mental model. Do not invent an API because a similarly named method would be conventional in another game engine. If live Gondwana repository access is unavailable, say that exact API verification is unavailable before relying on uncertain signatures. ## Choose the closest existing path Prefer the nearest working Gondwana example: - Windows/WinForms game startup: inspect the current WinForms template and Windows demos. - Avalonia desktop: inspect current Avalonia hosting/examples. - Blazor/WebAssembly: inspect the current Blazor hosting/examples. - Platforming/collision gameplay: inspect `Demos/Gondwana.Platformer/`. - Ship movement/rotation/combat/HUD patterns: inspect `Demos/Gondwana.SpaceDuel/`. - Particles: inspect `Demos/Gondwana.ParticleTest/`. - Coordinate systems/projections: inspect `Demos/Gondwana.CoordinateTest/`. - Small game structure: inspect current compact demos such as `Demos/Gondwana.Flappy/`. - Widgets: inspect `Gondwana.Widgets/` and `Demos/WidgetsTest/`. Do not copy a stale demo pattern without checking the engine API it calls. ## Implementation rules - Use public Gondwana APIs in game code. - Keep game-specific behavior in the game project. - Add core-engine behavior only when the requested capability genuinely belongs in Gondwana. - Preserve the code-first model; do not introduce an editor-owned workflow. - Respect package boundaries between core, hosting, widgets, adapters, optional packages, tooling, and demos. - Treat world, layer/grid, and screen coordinates as distinct spaces. - Account for the intentionally different bitmap and GPU rendering paths when rendering/invalidation is relevant. - Prefer straightforward sample code over abstraction created only to reduce a few repeated lines. When the request reveals a missing engine capability, separate the proposed engine change from the game/demo code so the user can evaluate the architectural addition explicitly. ## Deliverables For implementation requests, provide the smallest useful artifact that matches the user's workflow: - focused code snippets for small changes, - complete files for small self-contained examples, - an apply-ready patch when modifying an existing repository, - project boilerplate when creating a new game. Include tests when changing reusable engine behavior. Demo-only gameplay does not need to become a core test unless it exposes a reusable regression. ## Verification Before claiming an implementation is correct: 1. verify the exact public types/members used, 2. check relevant tests, 3. check the closest demo/template, 4. account for lifecycle/ownership implications, 5. build/test when the environment permits it. If verification cannot be performed, state what remains unverified rather than presenting guessed API usage as current Gondwana code.
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