platformer — скилл для Claude Code: что делает и как установить
Помогает спроектировать механику 2D-платформера: настроить тайминги прыжка, буфер ввода, coyote time и поведение платформ.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a claude-codeЧто делает platformer
Скилл собирает логику платформера из отдельных компонентов: контроллера движения движка, тайлмапов и геометрии уровней. Физика прыжка выводится не из случайных констант, а из целевой высоты в тайлах и времени достижения вершины. Формулы кинематики сразу задают гравитацию подъёма, скорость отталкивания и усиленную гравитацию падения, чтобы персонаж не казался невесомым.
Внутрь заложены паттерны отзывчивого управления: coyote time на 0.08–0.12 секунды после схода с края, буфер прыжка на 0.10–0.15 секунды до приземления, срез вертикальной скорости при раннем отпускании кнопки и сглаживание углов. Также описаны односторонние платформы и проваливание сквозь них по комбинации «вниз + прыжок».
Скилл не учит базовой физике движка и не подойдёт проектам с видом сверху или сеточным перемещением. Вся логика опирается на фиксированный шаг обновления: если запускать её на переменном рендерном тике без привязки к dt, высота прыжка начнёт плавать между экранами с разной частотой кадров.
Какие задачи решает
- рассчитать гравитацию и силу прыжка по высоте в тайлах и времени взлёта
- добавить coyote time и буферизацию нажатий перед приземлением
- настроить срез высоты прыжка при коротком нажатии
- сделать спрыгивание с односторонних платформ
- предотвратить застревание коллайдера на стыках тайлов
Примеры запросов агенту
- Рассчитай гравитацию и скорость прыжка для высоты в 3.5 тайла и времени до вершины 0.35 секунды.
- Реализуй coyote time и буфер ввода прыжка для персонажа на Godot.
Как установить platformer
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a claude-code2Вручную: положить файлы
~/.claude/skills/platformer/SKILL.mdПапка скилла целиком; для одного проекта — .claude/skills/platformer/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a codex2Вручную: положить файлы
.agents/skills/platformer/SKILL.mdДля всех проектов — ~/.agents/skills/
1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a cursor2Вручную: положить файлы
.cursor/skills/platformer/SKILL.mdCursor читает и .agents/skills/, и .claude/skills/
1GitHub CLI
gh skill install gamedev-skills/awesome-gamedev-agent-skills platformer2Вручную: положить файлы
.github/skills/platformer/SKILL.md1Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a gemini-cli2Командой платформы
gemini skills install https://github.com/gamedev-skills/awesome-gamedev-agent-skills --path skills/genres/platformerВручную: положить файлы
.devin/skills/platformer/SKILL.mdСтарый путь .windsurf/skills/ тоже читается
Через Skills CLI (Vercel)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a opencodeClaude.ai
Упакуйте папку в zip и загрузите в Settings → Capabilities → Skills
Из того же набора40
Весь набор →Похожие
Вопросы о platformer
Как установить platformer в Claude Code?
Выполните команду npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill platformer -a claude-code.
Что делает скилл platformer?
Скилл предоставляет архитектуру и кинематические формулы для отзывчивого 2D-прыжка, связывая контроллер движения, буфер ввода, coyote time и односторонние платформы.
Почему расчёт прыжка нельзя привязывать к переменному dt рендера?
При переменном шаге кадров простая пошаговая интеграция недобирает нужную высоту на разную величину при разном FPS. Расчёт необходимо запускать в фиксированном физическом цикле движка, например _physics_process в Godot или FixedUpdate в Unity.
Исходный текст
SKILL.md · Apache-2.0
---
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.
---
# Platformer
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.
## When to use
- Use when building a side-scrolling or single-screen platformer, a "Mario-like" /
"Celeste-like", or any game whose core verb is **jump between surfaces**.
- Use when a jump feels floaty, unresponsive, or "unfair" and you need feel fixes
(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).
## Core loop
**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.
## Must-have systems
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.
## Design knobs (make the jump feel right)
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.
## Patterns
### 1. Solve jump physics from height + time (not magic numbers)
```python
# 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
```
### 2. Coyote time + jump buffer + variable height (the feel core)
```python
# 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; clamp to a terminal speed.
g = fall_gravity if velocity.y > 0 else gravity
velocity.y = min(velocity.y + g * dt, MAX_FALL_SPEED)
```
### 3. One-way platforms
Solid from above, pass-through from below. Use the engine's flag rather than collision math:
Godot `CollisionShape2D.one_way_collision` (or the one-way option on a TileSet collision
polygon), Unity a `PlatformEffector2D` with **Use One Way** on a collider set to be used by the
effector, Phaser Arcade `platform.body.checkCollision.down = false` (plus `left`/`right` for thin
ledges). Let the player **drop through** by ignoring that platform for ~0.1–0.2 s when they hold
Down + Jump (refs §5).
## Pitfalls / failure modes
- **Per-frame movement not scaled by `dt`** → speed changes with frame rate. Every velocity
integration and timer must use `dt`. (See `physics-tuning`.)
- **Jump height differs between machines** → the jump runs on a variable render `dt`. Simple
per-step integration lands a few percent short of the designed height, by a different amount
at each frame rate. Run the controller on the fixed physics tick (Godot `_physics_process`,
Unity `FixedUpdate`) or use the half-step update in refs §1.
- **Player is flung off or doubles speed leaving a moving platform** → platform velocity added
twice. Godot's `CharacterBody2D` already carries the body and adds the platform's velocity on
leave (`platform_on_leave`); don't add it again in script (refs §6).
- **Floaty jumps** → symmetric gravity. Make fall gravity heavier than rise gravity.
- **"The jump didn't register"** → no input buffering. Buffer presses for ~0.1 s before landing.
- **"I fell off and couldn't jump"** → no coyote time. Allow a jump for ~0.1 s after leaving ground.
- **Sticking to walls / catching on tile seams** → use a single capsule/box collider, not
per-tile colliders, and add corner correction.
- **Tunneling through floors at high speed** → enable continuous collision / smaller fixed
timestep for fast bodies (see `physics-tuning`).
- **Camera snaps and induces nausea** → smooth/lerp the follow, add a deadzone, clamp to bounds.
- **Difficulty wall from bad teaching** → introduce one mechanic per area before combining them.
## Composition (build it from these skills)
- **Controller body:** `godot-2d-movement` (Godot `CharacterBody2D`); for other engines use
the engine core + physics skill (`unity-physics`, `phaser-arcade-physics`, `pygame-core`).
- **Levels:** `godot-tilemap` / `unity-tilemap-2d` for geometry; `level-design` for layout,
pacing, and teaching order.
- **Feel/physics:** `physics-tuning` for timestep, CCD, and stability.
- **Input:** `input-systems` for buffering, rebinding, and gamepad support.
- **Polish:** `audio-design` for SFX/music; the engine animation skill for squash/stretch.
- **Process:** `prototype-fast` to greybox the controller before building content.
## References
- For jump math derivation, a full feel-tuning table, corner correction, moving/one-way
platforms, and camera follow, read `references/feel-tuning.md`.
© gamedev-skills · Apache-2.0 · gamedev-skills/awesome-gamedev-agent-skills