levels

Load TMX maps and generate tile-based collisions for FlatRedBall2 levels.

11|3|Updated Feb 28, 2026
One-click install
npx skills add https://github.com/vchelaru/FlatRedBall2 --skill levels
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: levels
Source: https://github.com/vchelaru/FlatRedBall2/tree/main/frb-skills/levels
Command: npx skills add https://github.com/vchelaru/FlatRedBall2 --skill levels

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Level data management for FlatRedBall2 enables loading TMX level maps, generating collisions from tiles and layers, and coordinating level progression across screens.

Core Features & Use Cases

  • Load TMX-based level layouts with TileMap and position them in screens.
  • Generate collisions from tile objects and tileset polygons for accurate physics.
  • Support level transitions and room navigation across Screens using the provided level patterns.

Quick Start

Load a TMX level with TileMap, generate its collision, and attach it to the screen to start level gameplay.

Frequently Asked Questions about levels

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I load TMX level maps in FlatRedBall2?

To load TMX level maps in FlatRedBall2, use FlatRedBall2.Tiled classes to load the map layout with TileMap and position it within your screen to start gameplay.

Can I generate tile-based collisions from TMX tileset polygons?

Yes, you can generate tile-based collisions from TMX maps by extracting collisions from tile objects and tileset polygons to enable accurate physics in FlatRedBall2.

Does FlatRedBall2 support level transitions across different screens?

FlatRedBall2 supports level transitions by providing level progression patterns that coordinate room navigation and transitions across multiple screens using TMX level data.

What is the best way to manage TMX level data for FlatRedBall2 games?

The best way to manage TMX level data for FlatRedBall2 is applying a workflow that handles tilemap loading, collision generation, and screen transitions to coordinate level progression.

Do I need FlatRedBall2.Tiled classes to work with TMX maps?

Yes, you need FlatRedBall2.Tiled classes to load TMX maps, generate collisions from tiles and layers, and provide level progression patterns across screens.