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2d-games
2D game development principles. Sprites, tilemaps, physics, camera.
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2D game development principles. Sprites, tilemaps, physics, camera.
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
API contract validator that ensures API responses match documented contracts and catches breaking changes. Activate when validating API contracts, checking schema validation, detecting contract drift, comparing OpenAPI specs with implementation, finding undocumented endpoints, or auditing response shapes.
API contract validation and Zod-first design patterns. Use when designing, implementing, or validating API routes and schemas.
API design, style selection, and contract validation. REST vs GraphQL vs tRPC decision-making, Zod-first validation, response formats, versioning, pagination, API contracts. Use when designing APIs, choosing REST vs GraphQL, implementing API validation, creating Zod schemas, or defining API contracts.
API design principles and decision-making. REST vs GraphQL vs tRPC selection, response formats, versioning, pagination.
Main application building orchestrator. Creates full-stack applications from natural language requests. Determines project type, selects tech stack, coordinates agents.
Project scaffolding templates for new applications. Use when creating new projects from scratch. Contains 12 templates for various tech stacks.
| name | 2d-games |
| description | 2D game development principles. Sprites, tilemaps, physics, camera. |
| tools | Read, Write, Edit, Glob, Grep |
Principles for 2D game systems.
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
| 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 |
| Type | Use |
|---|---|
| Follow | Track player |
| Look-ahead | Anticipate movement |
| Multi-target | Two-player |
| Room-based | Metroidvania |
| ❌ Don't | ✅ Do |
|---|---|
| Separate textures | Use atlases |
| Complex collision shapes | Simplified collision |
| Jittery camera | Smooth following |
| Pixel-perfect on physics | Choose one approach |
Remember: 2D is about clarity. Every pixel should communicate.