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2d-games

2D game development principles. Sprites, tilemaps, physics, camera.

whodaniel☆ 2 仓库 Stars0 仓库 Forks

安装与使用

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技能说明

2D Game Development

Principles for 2D game systems.


1. Sprite Systems

Sprite Organization
Component Purpose
Atlas Combine textures, reduce draw calls
Animation Frame sequences
Pivot Rotation/scale origin
Layering Z-order control
Animation Principles
  • Frame rate: 8-24 FPS typical
  • Squash and stretch for impact
  • Anticipation before action
  • Follow-through after action

2. Tilemap Design

Tile Considerations
Factor Recommendation
Size 16x16, 32x32, 64x64
Auto-tiling Use for terrain
Collision Simplified shapes
Layers
Layer Content
Background Non-interactive scenery
Terrain Walkable ground
Props Interactive objects
Foreground Parallax overlay

3. 2D Physics

Collision Shapes
Shape Use Case
Box Rectangular objects
Circle Balls, rounded
Capsule Characters
Polygon Complex shapes
Physics Considerations
  • Pixel-perfect vs physics-based
  • Fixed timestep for consistency
  • Layers for filtering

4. Camera Systems

Camera Types
Type Use
Follow Track player
Look-ahead Anticipate movement
Multi-target Two-player
Room-based Metroidvania
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
  • Consider rotation or not

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

Remember: 2D is about clarity. Every pixel should communicate.

使用示例

查看来源仓库中的使用示例与配置说明。

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来源历史

收录时间
2026-01-20
索引更新时间
2026-01-26
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

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