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game_canvas_draw

Draw 2D shapes and text on the game canvas using actions for lines, rectangles, circles, polygons, and clearing.

Instructions

2D drawing: line/rect/circle/polygon/text/clear

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
toNoEnd point {x,y}
fromNoStart point {x,y}
rectNoRectangle {x,y,w,h}
textNoText to draw
colorNoDraw color {r,g,b,a}
widthNoLine width. Default: 2
actionYesAction: line, rect, circle, polygon, text, clear
centerNoCenter point {x,y}
filledNoFill shape. Default: true
pointsNoPolygon points [{x,y},...]
radiusNoCircle radius
parentPathNoParent node path for draw node

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observedv1.0.0

TDQS

C2.9/5.0
Behavior2/5

Does the description disclose side effects, auth requirements, rate limits, or destructive behavior?

No annotations are provided, so the description carries the full burden of behavioral disclosure. It mentions the 'clear' action, which implies a mutating/destructive effect, but does not state whether drawings persist, how canvas coordinates work, or what happens to existing canvas content. This is insufficient for a drawing/mutation tool.

Agents need to know what a tool does to the world before calling it. Descriptions should go beyond structured annotations to explain consequences.

Conciseness5/5

Is the description appropriately sized, front-loaded, and free of redundancy?

The description is extremely concise with no filler, and the action list is front-loaded and immediately scannable. It is an efficient summary even though it omits behavioral detail.

Shorter descriptions cost fewer tokens and are easier for agents to parse. Every sentence should earn its place.

Completeness2/5

Given the tool's complexity, does the description cover enough for an agent to succeed on first attempt?

For a tool with 12 parameters, no annotations, and no output schema, this one-line description leaves key gaps: how parameters map to each action, coordinate spaces, parentPath semantics, and clear behavior. The 100% schema coverage mitigates but does not resolve these missing behavioral contracts.

Complex tools with many parameters or behaviors need more documentation. Simple tools need less. This dimension scales expectations accordingly.

Parameters3/5

Does the description clarify parameter syntax, constraints, interactions, or defaults beyond what the schema provides?

Schema description coverage is 100%, so the baseline is 3. The description lists the action vocabulary but adds no semantics beyond what the schema already provides; parameter meanings are fully documented in the schema descriptions.

Input schemas describe structure but not intent. Descriptions should explain non-obvious parameter relationships and valid value ranges.

Purpose4/5

Does the description clearly state what the tool does and how it differs from similar tools?

The description immediately identifies a 2D drawing tool and enumerates supported primitives (line/rect/circle/polygon/text/clear). It is clear and specific about the resource and actions, though it does not explicitly distinguish itself from game_debug_draw or game_canvas in the sibling list.

Agents choose between tools based on descriptions. A clear purpose with a specific verb and resource helps agents select the right tool.

Usage Guidelines2/5

Does the description explain when to use this tool, when not to, or what alternatives exist?

No guidance is provided on when to use this tool versus alternatives. The sibling list contains related drawing/canvas tools like game_debug_draw and game_canvas, but the description never mentions use cases, prerequisites, or exclusions. Usage must be inferred entirely from the tool name and schema.

Agents often have multiple tools that could apply. Explicit usage guidance like "use X instead of Y when Z" prevents misuse.

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