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Skill v1.0.1
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PublishedOctober 22, 2026 at 11:19 PM
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version: "1.0.1" name: 2d-games description: >- 2D game development principles. Sprites, atlases, tilemaps, physics, cameras, and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi 2D games or guest viewports inside hybrid web apps. risk: none source: community date_added: "2026-02-27"
2D Game Development
Principles for 2D game systems. Pair withgame-development/web-games/game-development/engine-selectionfor framework choice.
Shell vs guest (web)
| Setup | 2D systems live… | |
|---|---|---|
| Full-screen 2D game | Entire app (Phaser/Kaplay/Pixi/Canvas) | |
| Hybrid DOM + challenges | Only inside guest viewports; tear down when done |
1. Sprite Systems
| Component | Purpose | |
|---|---|---|
| Atlas | Combine textures, reduce draw calls | |
| Animation | Frame sequences (often 8-24 FPS) | |
| Pivot | Rotation/scale origin | |
| Layering | Z-order control |
Animation Principles
- Squash and stretch for impact
- Anticipation before action
- Follow-through after action
2. Tilemap Design
| Factor | Recommendation | |
|---|---|---|
| Size | 16x16, 32x32, 64x64 | |
| Auto-tiling | Use for terrain | |
| Collision | Simplified shapes |
| Layer | Content | |
|---|---|---|
| Background | Non-interactive scenery | |
| Terrain | Walkable ground | |
| Props | Interactive objects | |
| Foreground | Parallax overlay |
3. 2D Physics
| Shape | Use Case | |
|---|---|---|
| Box | Rectangular objects | |
| Circle | Balls, rounded | |
| Capsule | Characters | |
| Polygon | Complex shapes |
- Choose a movement/collision model per mechanic; pixel-art rendering can coexist with physics
- Fixed timestep for consistency
- Layers for filtering
4. Camera Systems
| Type | Use | |
|---|---|---|
| Follow | Track player | |
| Look-ahead | Anticipate movement | |
| Multi-target | Two-player | |
| Room-based | Metroidvania | |
| Static | Board games, modal skill-checks |
Screen Shake
- Short duration (50-200ms)
- Diminishing intensity
- Use sparingly
5. Genre Patterns
Platformer
- Coyote time (leniency after edge)
- Jump buffering
- Variable jump height
Top-down
- 8-directional or free movement
- Aim-based or auto-aim
- Decide whether rotation matters
6. Anti-Patterns
| ❌ Don't | ✅ Do | |
|---|---|---|
| Separate textures | Use atlases | |
| Complex collision shapes | Simplified collision | |
| Jittery camera | Smooth following | |
| Uncoordinated movement and physics | Define one authority per body | |
| Orphaned RAF/listeners after a guest closes | Full teardown |
Remember: 2D is about clarity. Every pixel should communicate.
When to Use
Use for canvas/Phaser/Kaplay/Pixi 2D systems, or guest viewports inside hybrid web apps.
Example
User request:
Add coyote time and jump buffering to our platformer while preserving the fixed physics timestep and testing corner collisions.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.