Ebitengine game
Deliver a game that is understandable, responsive and complete at the requested
scope. One request can include several internal build/play/refine passes. A
scaffold, successful build or attractive screenshot alone is not a finished game.
For a focused fix, preserve the project's design and limit the workflow to the
affected behavior.
The bundled starter targets Ebitengine v2.10.5 / Go 1.25+. This is a pinned
baseline, not a claim about the latest release. Keep an existing project's
versions unless an upgrade is needed and authorized. Check the pinned version's
public API before using newer or experimental APIs. References contain patterns
to adapt; only the bundled scripts and starter are executable deliverables.
Their checks do not validate every reference snippet.
Delivery workflow
- Inspect and decide. Read repository instructions,
go.mod, the RunGame
entrypoint and existing tests/assets. For new games, read
Design and quality. Establish the player's
goal, repeated decision, consequence, end/retry path, intended look, platform
and supported input. Infer reasonable defaults; ask only for missing choices
that materially change the product. Record a short brief and observable
acceptance criteria in the project.
- Build a representative playable slice. Make the central interaction and
its feedback work with the intended controls and visual direction. Check the
feel before expanding content. Keep scope small enough to finish; choose
authored or procedural content based on the game, not the template. Calibrate
content against actual player capabilities before multiplying levels. For an
art set, establish shared perspective, scale, anchors and palette roles using
Assets and animation.
- Complete and refine. Implement the promised start → play → outcome →
retry/continue loop (or the appropriate persistent/sandbox loop). Refine
hierarchy, animation, sound, difficulty and transitions in context. Read only
the technical references needed for the selected systems. Fix discovered
defects within this delivery rather than asking the user to iterate for you.
- Verify the product. Test rules and important transitions, exercise real
input, inspect representative rendered states, and build/run requested
targets. Include failure/retry and boundary cases. A scripted demo cannot
establish control feel; a silent audio sink cannot establish sound quality.
For automated multi-step interactions, pair observed images with actual state
at the same tick; see Playtest diagnostics.
- Hand off. Supply launch/build instructions, actual artifact paths and
asset licences. State what was run and observed, what remains unverified,
and any material limitations. Publishing, purchases and external uploads are
separate actions within the user's requested scope.
Starting a project
Resolve commands relative to this skill's directory, not the game's working
directory. Set skill_dir to the actual installed location, then for example:
python3 "$skill_dir/scripts/new_game.py" --out mygame \
--module example.com/mygame --title "My Game"
cd mygame
go mod tidy
go test ./world/...
The starter demonstrates scenes, action input, text, sound, a camera, pause and
scripted capture using a small platformer. It is an integration example,
not a genre or architecture requirement. Replace its rules, controls, level,
presentation and scene flow to fit the brief; a puzzle or card game should not
inherit gravity, jumping, camera scrolling or a platformer HUD. Existing projects
rarely need a scaffold. --ci adds a workflow and tools; inspect its triggers,
targets and release behavior before enabling it.
Loop and resource contracts
| Method | Responsibility | Important distinction |
|---|
Update() error | Sample actions, advance simulation, apply scene changes and trigger event audio | Default target is 60 fixed ticks/s. Catch-up updates, focus pauses and slow machines affect actual scheduling. |
Draw(screen *ebiten.Image) | Render the state produced by updates | Calls are not one-to-one with ticks. Do not advance gameplay, consume input edges or start sounds here. Renderer-owned caches are separate from simulation state. |
Layout(outsideW, outsideH int) (int, int) | Choose logical dimensions for rendering and input | Fixed and responsive designs are both valid. Account for small windows, aspect ratio and readability. |
- Express simulation durations in ticks or use an explicit fixed
dt. At 60
TPS, 30 ticks is 0.5 seconds of simulation time. ActualTPS is a diagnostic,
not a delta. SetTPS changes the whole update clock; it is not a universal
slow-motion control. Avoid SyncWithFPS for rules that require a fixed step.
- Return
ebiten.Termination from Update for a clean stop. Other errors return
from RunGame; propagate failures rather than hiding them.
- Load/decode images and font sources once; reuse offscreens and hot-path
slices. Profile before making pooling or zero-allocation rules universal.
- Separate rules from device/GPU code where that makes them testable. A small
game need not grow an ECS, scene stack or service layer without need.
Essential Ebitengine choices
- Input: Map devices to actions in
Update. Separate held/pressed/released;
combine bindings before computing an action edge if that is the intended
behavior. Standard gamepad mappings need an availability check and stick dead
zones. Verify the advertised devices through menus and retry too.
Input.
- Rendering:
GeoM operations apply in call order. Pixel art needs deliberate
sampling/scaling; smooth art needs suitable filtering and antialiased geometry.
Preserve layer order while batching; sharing a sheet does not guarantee one
command. Custom final-screen transforms need matching pointer conversion.
Rendering.
- Text/UI: Preserve suitable existing bitmap/atlas text rendering. For new
outline-font code, use
text/v2 and parse font sources once. Include fonts
covering the shipped scripts and their licences. Measure actual strings and
verify focus, long text and target-size readability. Text/UI.
- Audio: One
audio.Context per process. Match sample rate and PCM format:
DecodeF32 does not resample; DecodeWithSampleRate returns 16-bit PCM.
Overlapping effects need independent players or a voice pool; bound concurrency
for dense events. Resume browser audio after a gesture. Audio.
- Systems: Tweens, particles, shake, physics and map loaders are optional
tools supporting the central interaction. Gameplay systems.
- State: Queue external callbacks for
Update, make reset/retry clear,
separate gameplay and cosmetic randomness, test saves if persistence is
promised. Architecture/testing.
Verification
Run commands from the game directory; retain go.mod and go.sum. Use repository
build flags; -buildvcs=false below avoids depending on surrounding Git metadata.
go vet ./...
go test ./world/... # starter's GPU-independent rules
python3 "$skill_dir/scripts/check_ebitengine.py" .
go build -buildvcs=false -o game .
Run the checker after changing loop/input/audio code or reviewing old APIs. It is
a read-only, text-based advisory scan: inspect warnings in context. --json
returns the shared checker schema; --strict fails on warnings and --max-issues N
limits the report without changing totals. Deprecated APIs are warnings, not
proof of a broken build. A clean result proves neither API correctness nor
quality. Run other relevant package tests too; on Linux, tests that initialize
graphics need xvfb-run -a.
For the starter, capture with -demo -shot frame.png -shot-tick 240. On Linux,
use a virtual display and, if needed, null audio without changing HOME:
audio_config=$(mktemp)
printf 'pcm.!default { type null }\n' > "$audio_config"
ALSA_CONFIG_PATH="$audio_config" xvfb-run -a ./game \
-demo -shot frame.png -shot-tick 240
rm "$audio_config"
Open the PNG. Inspect more states as needed: first play, a busy/difficult moment,
failure and outcome. Adapt scripted actions/capture points after changing the
game; the template demo no longer proves anything about a different loop.
For deeper input/replay tests, v2.10's opt-in VM may help (see
Architecture/testing).
Build only promised targets, for example:
GOOS=windows GOARCH=amd64 go build -buildvcs=false -o game.exe .
GOOS=js GOARCH=wasm go build -buildvcs=false -o game.wasm .
Cross-compilation establishes buildability, not runtime support. Run browser
builds over HTTP and inspect console/input/audio when they are a target. Native
SDKs, store bindings and cgo dependencies can add requirements beyond
Ebitengine's pure-Go desktop backend.
Compose within this catalog
This skill owns Ebitengine/Go APIs. For portable design concerns, pair it with
the relevant installed discipline (for example game-ui-ux, game-feel,
create-game-assets, input-systems, performance-optimization or
save-systems), genre or shipping workflow. Bind the
engine slots to this skill's references, not another engine's example code.
Load only what the task needs; the complete folder also works on its own.
Read as needed
- Design and quality: brief, genre choices,
complete loop, presentation and playtest acceptance; for new games/redesigns.
- Project and builds: desktop, WASM and mobile.
- Rendering, input,
text/UI, audio.
- Assets and animation: when making or
importing an art set; shared visual rules, scale, pivots and sprite-sheet QA.
- Playtest diagnostics: when scripting
interactions or reproducing failures; controlled ticks, state/image evidence.
- Architecture/testing and
gameplay systems: state, saves, animation,
collision and optional rigid bodies. Tiled maps covers
a constrained loader only when the game uses Tiled.
- Networking: only for requested online play.
- Publishing/platforms,
monetization, CI/release:
only for requested distribution/integration work.
If available, Ebitengine's repository skills writing-kage-shaders and
run-ebitengine-app-headless provide version-specific advanced workflows. Other
game-design/store skills are optional supplements; this skill remains usable
without an external skill catalog.