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2026-07-20 00:03:02 +00:00

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2d-games 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. none community 2026-02-27

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.

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.