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.
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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.