React Platformer with Gravity and Collision
Generates a React functional component for a 2D platformer game using hooks for state management, refs for the game loop, and specific physics logic for gravity and platform collision.
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Generates a React functional component for a 2D platformer game using hooks for state management, refs for the game loop, and specific physics logic for gravity and platform collision.
Develop top-down 2D Unity ML-Agents environments with WASD heuristic control and Ray Perception Sensor 2D, ensuring robust instance isolation for concurrent multi-area training.
Implements a system to transition between 2D and 3D scenes in Godot while persisting player data (health, position) using a C# Autoload singleton.
Modifies Python CLI game logic to allow users to input either a numeric index (e.g., 1 or 2) or the corresponding name string to make a selection.
Generates SQF code for Arma 3 minefields that spawn dynamically based on player proximity, utilizing parameterized arrays for positions and mine types, ensuring dedicated server compatibility.
Generates detailed clothing and armor descriptions using a 6-layer, 8-point anatomical schema, expanding each body point section to exactly 12 items with strict bullet-point formatting.
Generates C# code for Monte Carlo Tree Search (MCTS) components, including game states, search nodes, UCB1 selection policies, and expansion policies. Enforces strict K&R style formatting for curly braces.
Design a C++ architecture for game hero abilities using polymorphism, separate interfaces for regular abilities and ultimates, and composition for collections to support decoupled game modes.
Generates a Megaman boss profile for a specified character, including name, attack power, weakness, physical appearance, background, and abilities.
Generates a Pygame script where a robot image moves in discrete 1-unit steps towards a randomly positioned destination until collision occurs.
Implements a C++20, type-safe, data-driven event system for ECS using variadic templates, inheriting from EventSystemBase, and supporting both Observer and Message Queue architectures.
Implement a high score tracking system for Codesters games using CSV files. This involves reading existing scores, appending new scores, sorting them, writing back to the file, and displaying the results on the stage.
Translates game text strings into Iberic Spanish, Latino Spanish, and Brazilian Portuguese, ensuring correct verb conjugations and respecting specific regional differences such as 'Utilice' (Latino) vs 'Utilizad' (Iberic).
Generates a comprehensive Comp/Con database entry for a mech in the Lancer TTRPG system, including detailed statistics, loadouts, core systems, traits, and creative descriptions based on the manufacturer and mech name.
Generates RPG class skills and descriptions following a specific Markdown template structure, including usable weapons, skill names, levels, costs, and effects.
Generates RPG alchemy ingredients using a predefined list of effects and a specific naming format, or analyzes provided ingredient lists to determine the frequency of effects (most common and rarest).
Generates lists of alien-themed names (characters, monsters, worlds, cities) and location descriptions for RPG settings, ensuring uniqueness, phonetic variety, environmental context, and pronounceability.
Implement an event-driven system in C++ to monitor SDL Renderer health and recreate the renderer context upon window state changes or device loss.
Simulates a side-scrolling beat 'em up RPG where the user navigates levels and fights enemies using stats (HP, Power, Defense, Speed). Tracks health, calculates combat outcomes based on move success chances, and presents choices with hidden outcomes and varying favorability.
Generates detailed character profiles using a hybrid JSON-narrative schema optimized for LLM consistency, encompassing basic stats, behavioral scripting, autobiographical narrative, inventory, and graph-based maps.
Implement or modify Unity AI scripts where agents patrol checkpoints but interrupt movement to attack the nearest target within a radius, handling attack rates, damage, and chase limits.
Design a modular UE5 C++ system for Gameplay Abilities that integrates with Niagara effects. The system must handle varying parameters per ability, support runtime updates, and avoid monolithic data structures by using inheritance and polymorphism.
Fix Unity C# compilation errors and refactor scripts (e.g., merging classes), ensuring the output is always the complete, copy-paste ready file content without omissions.
Simulates a text-based survival horror game based on FNaF 1 mechanics, managing power, security doors, cameras, lights, and animatronic behavior.
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How it worksInclude the instructions, intended platforms, author, and license. Submissions are reviewed before publication.