| 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 | 1.0.1 |
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
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
| Concept | Purpose |
|---|---|
def tick(args) |
Main game loop (60 FPS) |
args.outputs |
Render sprites, labels, primitives |
args.state |
Persistent game data storage |
args.inputs |
Keyboard, mouse, controller input |
args.grid |
Screen dimensions (1280x720) |
Geometry |
Collision detection helpers |
Coordinate System
- Screen: 1280x720 pixels
- Origin: Bottom-left (0, 0)
- Y-axis: Increases upward
(0, 720) ─────────────── (1280, 720)
│ │
│ 1280 × 720 │
│ │
(0, 0) ─────────────── (1280, 0)
Rendering Primitives
Sprites (Images)
args.outputs.sprites << {
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)
args.outputs.labels << {
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
# Filled rectangle (prefer sprites with path: :solid)
args.outputs.sprites << { x: 0, y: 0, w: 100, h: 100, path: :solid, r: 255, g: 0, b: 0 }
# Outline rectangle
args.outputs.borders << { x: 0, y: 0, w: 100, h: 100, r: 0, g: 0, b: 0 }
State Management
Use args.state with ||= for lazy initialization:
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)
# 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
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
args.inputs.mouse.click # Any button clicked
args.inputs.mouse.x / .y # Position
args.inputs.mouse.inside_rect?(rect) # Collision check
Collision Detection
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
# 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
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.resetduring development to reset state
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, coordinatesreferences/input.md- Keyboard, mouse, controller input patternsreferences/entities.md- Entity spawning, collision, lifecyclereferences/game-logic/state.md- Timers, scoring, scene transitionsreferences/game-logic/persistence.md- Save/load, file I/O patternsreferences/audio.md- Sound effects, music playback, audio controlsreferences/rendering/primitives.md- Sprites, labels, solids, borders, layeringreferences/rendering/animation.md- frame_index, spritesheets, easing functions
Example Files
Working code in examples/:
examples/core/- Hello world, sprites, labels, state, coordinatesexamples/input/- Directional, keyboard, mouse, movementexamples/entities/- Storage, factories, collision, lifecycleexamples/game-logic/- Timers, scoring, save/load, state transitionsexamples/audio/- Sound effects, background music, pause/resumeexamples/rendering/- Sprites, labels, animation, layering
Development Workflow
def tick args
# Game logic
end
$gtk.reset # Add at end during development
Reset Methods
$gtk.reset # Immediate reset
$gtk.reset_next_tick # Reset before next tick (safer)
Debug Output
args.outputs.debug << "Frame: #{Kernel.tick_count}"
args.outputs.debug.watch args.state.player