ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/platformerContext preview
The summary Claude sees to decide when to auto-load this skill.
Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
name: platformer description: > Build a 2D platformer: run/jump control with coyote time, jump buffering, and variable jump height, plus tiled levels and hazards. Use for a platformer or Mario/Celeste-like, or tuning jump feel.
A playbook for 2D platformers — the run/jump controller "feel", level structure, hazards, and goals. This is a **compositional** skill: it wires an engine movement skill, a tilemap skill, and design skills into a working game. It does **not** re-teach physics or tilemaps; it tells you what to build and how to make jumping feel good.
"Celeste-like", or any game whose core verb is **jump between surfaces**.
(coyote time, jump buffering, variable height, corner correction).
**When *not* to use:** top-down movement with no gravity → use the engine movement skill directly. 3D first-person traversal → `fps-shooter`. Grid/turn movement → `roguelike`. For the raw kinematic body API, use `godot-2d-movement` (or your engine's controller skill).
**Observe a gap/hazard → commit to a jump or move → land safely (or die) → reach the next checkpoint/goal.** A platformer lives or dies on the *moment-to-moment* feel of that single jump, repeated thousands of times. Tighten the controller first; everything else is content.
1. **Run/jump controller** — horizontal accel/decel, gravity, jump, with the feel aids below. 2. **Solid + one-way collision** — ground, walls, and "jump-through" platforms. 3. **Level geometry** — a tilemap or hand-placed colliders; the playable space. 4. **Hazards + death/respawn** — spikes, pits, enemies; reset to the last checkpoint. 5. **Checkpoints / level goal** — progress markers and a win condition (flag, door, exit). 6. **Camera** — follows the player with a deadzone and look-ahead, clamped to level bounds. 7. **Juice** — landing dust, squash/stretch, hit-stop, sound. Cheap, huge feel payoff.
Tune these by **outcome** (height in tiles, time to apex in seconds), not by raw numbers.
| Knob | Effect | Sane starting point | |------|--------|---------------------| | Max jump height | reach | 3–4 tiles | | Time to apex | "weight"/snappiness | 0.30–0.40 s | | Fall gravity multiplier | snappy, non-floaty fall | 1.5–2.0× rise gravity | | Coyote time | jump just after leaving a ledge | 0.08–0.12 s (~5–7 frames @60) | | Jump buffer | press just before landing still jumps | 0.10–0.15 s | | Variable jump cut | tap = short hop, hold = full | cut upward velocity ×0.4–0.5 on release | | Apex hang | brief float at the top for air control | reduce gravity ×0.5 near `|vy|`<threshold | | Ground accel / friction | responsiveness vs. ice | reach top speed in 0.05–0.1 s | | Corner correction | nudge past a ledge clipped by 1–2 px | nudge up to ~4 px sideways |
Derive gravity and jump velocity from the *feel* values rather than guessing — see Pattern 1.
# Pseudocode. Pick the FEEL you want, then derive the physics. y-axis points DOWN. # From kinematics: h = (g * t^2) / 2 and v0 = g * t. JUMP_HEIGHT = 3.5 * TILE # how high, in world units TIME_TO_APEX = 0.35 # seconds to reach the top gravity = (2 * JUMP_HEIGHT) / (TIME_TO_APEX ** 2) # rising gravity jump_velocity = -(2 * JUMP_HEIGHT) / TIME_TO_APEX # negative = upward fall_gravity = gravity * 1.8 # heavier on the way down → less floaty
# Pseudocode in the per-frame update. dt = seconds since last frame.
# Timers count DOWN; refresh coyote while grounded, buffer on a fresh press.
if on_floor:
coyote_timer = COYOTE_TIME # 0.1
if jump_pressed_this_frame:
buffer_timer = JUMP_BUFFER # 0.12
coyote_timer -= dt
buffer_timer -= dt
# A jump is allowed if we pressed recently AND were grounded recently.
if buffer_timer > 0 and coyote_timer > 0:
velocity.y = jump_velocity
buffer_timer = 0
coyote_timer = 0 # consume both so we can't double-jump
# Variable height: releasing jump early while still rising cuts the arc short.
if jump_released_this_frame and velocity.y < 0:
velocity.y *= 0.45
# Asymmetric gravity: snappier fall than rise.
g = fall_gravity if velocity.y > 0 else gravity
velocity.y += g * dtSolid from above, pass-through from below. Most engines expose a "one-way collision" flag on the tile/collider; enable it and let the player **drop through** by disabling that collision for a few frames when the player holds Down + Jump. Do not re-implement collision math.
integration and timer must use `dt`. (See `physics-tuning`.)
per-tile colliders, and add corner correction.
timestep for fast bodies (see `physics-tuning`).
the engi
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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