📦 deps(thirdparty): update snapshots

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ci[bot]
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---
name: 2d-games
description: "2D game development principles. Sprites, tilemaps, physics, camera."
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"
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# 2D Game Development
> Principles for 2D game systems.
> 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
### Sprite Organization
| Component | Purpose |
|-----------|---------|
| **Atlas** | Combine textures, reduce draw calls |
| **Animation** | Frame sequences |
| **Animation** | Frame sequences (often 8-24 FPS) |
| **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
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## 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 |
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## 3. 2D Physics
### Collision Shapes
| Shape | Use Case |
|-------|----------|
| Box | Rectangular objects |
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| Capsule | Characters |
| Polygon | Complex shapes |
### Physics Considerations
- Pixel-perfect vs physics-based
- Pixel-perfect vs physics-based: pick one approach per game
- Fixed timestep for consistency
- Layers for filtering
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## 4. Camera Systems
### Camera Types
| Type | Use |
|------|-----|
| **Follow** | Track player |
| **Look-ahead** | Anticipate movement |
| **Multi-target** | Two-player |
| **Room-based** | Metroidvania |
| **Static** | Board games, modal skill-checks |
### Screen Shake
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- 8-directional or free movement
- Aim-based or auto-aim
- Consider rotation or not
- Decide whether rotation matters
---
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| 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
This skill is applicable to execute the workflow or actions described in the overview.
Use for canvas/Phaser/Kaplay/Pixi 2D systems, or guest viewports inside hybrid web apps.
## 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.