Agent Skillsvudovn/ag-kit › 2d-games

2d-games

GitHub

提供2D游戏开发核心原则,涵盖精灵系统、瓦片地图设计、物理碰撞、摄像机控制及常见玩法模式与反模式。

.agents/skills/game-development/2d-games/SKILL.md vudovn/ag-kit

Trigger Scenarios

需要实现2D游戏角色动画或精灵管理 设计关卡瓦片地图或层级结构 处理2D游戏中的物理碰撞逻辑 配置摄像机跟随或特殊效果

Install

npx skills add vudovn/ag-kit --skill 2d-games -g -y
More Options

Non-standard path

npx skills add https://github.com/vudovn/ag-kit/tree/main/.agents/skills/game-development/2d-games -g -y

Use without installing

npx skills use vudovn/ag-kit@2d-games

指定 Agent (Claude Code)

npx skills add vudovn/ag-kit --skill 2d-games -a claude-code -g -y

安装 repo 全部 skill

npx skills add vudovn/ag-kit --all -g -y

预览 repo 内 skill

npx skills add vudovn/ag-kit --list

SKILL.md

Frontmatter
{
    "name": "2d-games",
    "description": "2D game development principles. Sprites, tilemaps, physics, camera.",
    "allowed-tools": "Read, Write, Edit, Glob, Grep"
}

2D Game Development

Principles for 2D game systems.


1. Sprite Systems

Sprite Organization

Component Purpose
Atlas Combine textures, reduce draw calls
Animation Frame sequences
Pivot Rotation/scale origin
Layering Z-order control

Animation Principles

  • Frame rate: 8-24 FPS typical
  • Squash and stretch for impact
  • Anticipation before action
  • Follow-through after action

2. Tilemap Design

Tile Considerations

Factor Recommendation
Size 16x16, 32x32, 64x64
Auto-tiling Use for terrain
Collision Simplified shapes

Layers

Layer Content
Background Non-interactive scenery
Terrain Walkable ground
Props Interactive objects
Foreground Parallax overlay

3. 2D Physics

Collision Shapes

Shape Use Case
Box Rectangular objects
Circle Balls, rounded
Capsule Characters
Polygon Complex shapes

Physics Considerations

  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

Camera Types

Type Use
Follow Track player
Look-ahead Anticipate movement
Multi-target Two-player
Room-based Metroidvania

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
  • Consider rotation or not

6. Anti-Patterns

❌ Don't ✅ Do
Separate textures Use atlases
Complex collision shapes Simplified collision
Jittery camera Smooth following
Pixel-perfect on physics Choose one approach

Remember: 2D is about clarity. Every pixel should communicate.

Version History

  • 211561c Current 2026-08-20 11:38

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Metadata

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Version
211561c
Hash
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Indexed
2026-08-20 11:38

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