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Game Development 2d Games
ASecurity2D 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
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- Added September 11, 2026
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[](https://www.skillsdirectory.com/skills/ranbot-ai-game-development-2d-games)---
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
category: Development & Code Tools
source: antigravity
tags: [ai, design]
url: https://github.com/sickn33/antigravity-awesome-skills/tree/main/skills/game-development/2d-games
---
# 2D Game Development
> Principles for 2D game systems. Pair with `game-development/web-games` / `game-development/engine-selection` for 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 |
- Pixel-perfect vs physics-based: pick one approach per game
- 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 |
| Pixel-perfect on physics | Choose one approach |
| 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:**
> Use @2d-games for this task: 2D game development principles.
## 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.
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