2d-games
2D 游戏开发原则,涵盖精灵、瓦片地图、物理和摄像机。
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2D game development principles. Sprites, tilemaps, physics, camera.
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原作者说明节选
从固定版本的 SKILL.md 提取,保留原文语言。以下内容属于作者说明,本站尚未验证安装、兼容或运行结果。
查看英文原文
原文涵盖的主题
- 2D Game Development
- 1. Sprite Systems
- Sprite Organization
- Animation Principles
- 2. Tilemap Design
- Tile Considerations
- Layers
- 3. 2D Physics
Principles for 2D game systems. -- | Component | Purpose | |-----------|---------| | Atlas | Combine textures, reduce draw calls | | Animation | Frame sequences | | Pivot | Rotation/scale origin | | Layering | Z-order control | Frame rate: 8-24 FPS typical Squash and stretch for impact Anticipation before action Follow-through after action -- | 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 | -- | Shape | Use Case | |-------|----------| | Box | Rectangular objects | | Circle | Balls, rounded | | Capsule | Characters | | Polygon | Complex shapes | Pixel-perfect vs physics-based Fixed timestep for consistency Layers for filtering -- | Type | Use | |------|-----| | Follow | Track player | | Look-ahead | Anticipate movement | | Multi-target | Two-player | | Room-based | Metroidvania | Short duration (50-200ms) Diminishing intensity Use sparingly -- Coyote time (leniency after edge) Jump buffering Variable jump
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- 来源仓库
- davila7/claude-code-templates
- 源文件
- cli-tool/components/skills/creative-design/game-development/2d-games/SKILL.md
- 固定版本
- 21be197f100a12b8d0dd9a211cc244c8179f84d3
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原作者:davila7/claude-code-templates · 原作者仓库元数据。文档核查:未核查。最近来源检查:2026-11-09T14:01:43.802Z。
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