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AgentKeiko

Skill · Version 1.0.0

libGDX screen lifecycle

Defines what a screen creates, retains and releases as the game changes screens or pauses. It preserves durable progress while resetting temporary input and removing screen-owned drawing and interface resources.

libgdx-lifecycle-screens

See how it helps

When is it useful?

Use it when menu-to-game switching leaves active input handlers or when resuming the app recreates resources incorrectly.

What does it help you do?

  • Maps create, resize, pause, resume and dispose responsibilities.
  • Assigns ownership of stages, batches and input processors.
  • Clears transient input while preserving durable game state.

Try asking this

Move our adventure between main menu, gameplay and inventory, then background and resume the app. Repeat the route several times. The player’s quest progress must survive, old input processors must stop handling touches and each screen’s private Stage and batch must have a clear owner.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

Details…Show less

libGDX — lifecycle screens

Use when implementing libGDX application lifecycle, Game/Screen transitions or mobile pause/resume.

Version and project gate

Inspect Gradle wrapper and modules, libGDX/backend versions, Java toolchain, ApplicationListener/Game/Screen structure, AssetManager ownership, viewport policy, native libraries and supported desktop/mobile/web targets. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.

Work

Map create, resize, render, pause, resume and dispose ownership. Define which screen owns each Stage, batch, input processor and asset reference. Clear transient input when focus changes and preserve state separately from native objects. Verify what setScreen actually disposes in this code.

Deliver

A lifecycle/owner table and repeatable screen-switch implementation. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.

Failure to prevent

Java garbage collection does not dispose GPU/native objects, and replacing a screen does not establish disposal ownership.

Acceptance scenario

Switch between menu and play repeatedly, background and resume the application, and close from each screen. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.

Scope and sources

This skill belongs to Keiko. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.

Included files 1

  • SKILL.md