Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
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실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
delta before move_and_slide(); the method internalizes the timestep.delta before adding to velocity; gravity is an acceleration and must be frame-rate independent.CCD_MODE_CAST_RAY to prevent tunneling through geometry.move_and_collide() for standard traversal; it lacks the slope/stair handling of move_and_slide().is_equal_approx() or >= 0.0.lerp() to prevent motion sickness.Sprite2D nodes for level geometry; strictly use TileMapLayer for optimized collision and rendering.CollisionShape2D for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.CharacterBody2D for simple moving platforms; strictly use AnimatableBody2D and enable sync_to_physics.platform_on_leave for descending platforms; use PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY to preserve jump impulse.recovery_as_collision on the player character; it is required for correct floor snapping reports.! (NOT) operator in AnimationTree expressions; strictly use is_walking == false.StringName (e.g., &"jumping").ResourceLoader.load_threaded_request() to prevent frame stutters.MANDATORY: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.
sync_to_physics platforms.godot-camera-systems).Jump → Navigate Obstacles → Reach Goal → Next Level
godot-project-foundations, godot-characterbody-2d, godot-input-handling, godot-2d-animation, godot-audio-systems, godot-tilemap-mastery, godot-camera-systems, godot-monte-carlo-balancer
MANDATORY read: advanced_platformer_controller.gd plus coyote_timer.gd / jump_buffer.gd / variable_jump.gd. Copy those modules; do not paste coyote/buffer recipes here.
Tune only these knobs in project code after reading the scripts:
| Knob | Expert default / note |
|---|---|
| Coyote window | ~0.1s — without it, ledge jumps feel broken |
| Jump buffer | ~0.15s — early press must land as jump |
| Variable jump | Cut upward velocity on release |
| Apex / fall gravity | Higher fall multiplier after apex = snappier landings |
| CCD | Enable cast-ray CCD for fast projectiles / dashes |
| Moving platforms | AnimatableBody2D + sync_to_physics; set platform_on_leave |
| One-ways | one_way_drop_handler.gd — mask/layers, not ad-hoc disable |
Ground: instant direction response. Air: slightly reduced accel. Gravity scaled by delta; never velocity *= delta before move_and_slide().
Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss
Use platformer_camera.gd / peer godot-camera-systems for look-ahead — never blind jumps.
godot-genre-metroidvania| Pitfall | Solution |
|---|---|
| Floaty jumps | Increase fall gravity after apex |
| Imprecise landings | Coyote + buffer modules + land juice |
| Unfair deaths | Hazards telegraphed before contact |
| Blind jumps | Look-ahead camera / zoom triggers |
| Boring mid-game | New mechanic every 2–3 levels |
godot-camera-systems trauma)MANDATORY for depth beyond decision trees and script catalog: platformer-movement-deep.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
CharacterBody2D for platformer characters - precise control is essentialset_collision_mask_value() or dedicated collision layersis_on_wall() and get_wall_normal() for wall jumpsProgressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
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Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
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Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
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Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
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Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
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