godot-genre-platformer
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/str…
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
NEVER Do (Expert Anti-Patterns)
Physics & Movement Feel
- NEVER multiply velocity by
deltabeforemove_and_slide(); the method internalizes the timestep. - NEVER skip Coyote Time (approx 0.1s); without this grace period, jumps will feel unresponsive when walking off ledges.
- NEVER ignore Jump Buffering (approx 0.15s); players expect to jump the instant they touch the ground if they pressed the button early.
- NEVER use a fixed jump height; strictly implement Variable Jump Height (cut velocity on release) for player expression.
- NEVER forget to scale gravity by
deltabefore adding to velocity; gravity is an acceleration and must be frame-rate independent. - NEVER rely on discrete collision for high-speed movement; strictly use
CCD_MODE_CAST_RAYto prevent tunneling through geometry. - NEVER use
move_and_collide()for standard traversal; it lacks the slope/stair handling ofmove_and_slide(). - NEVER check coyote or buffer timers using exact equality (== 0.0); strictly use
is_equal_approx()or>= 0.0.
Polish & Level Design
- NEVER use linear camera snapping; strictly use Camera Smoothing or
lerp()to prevent motion sickness. - NEVER skip Squash and Stretch on jump/land; movement feels weightless without these subtle visual "juice" cues.
- NEVER create Blind Jumps; strictly use camera look-ahead or zoom triggers to reveal landing zones.
- NEVER use individual
Sprite2Dnodes for level geometry; strictly use TileMapLayer for optimized collision and rendering. - NEVER use complex/concave
CollisionShape2Dfor the player; strictly favor primitive shapes (Capsule/Rectangle) for stability.
Architecture & Performance
- NEVER use
CharacterBody2Dfor simple moving platforms; strictly use AnimatableBody2D and enablesync_to_physics. - NEVER ignore
platform_on_leavefor descending platforms; usePLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITYto preserve jump impulse. - NEVER disable
recovery_as_collisionon the player character; it is required for correct floor snapping reports. - NEVER use the
!(NOT) operator in AnimationTree expressions; strictly useis_walking == false. - NEVER use standard Strings for high-frequency state checks; strictly use
StringName(e.g.,&"jumping"). - NEVER load heavy level chunks synchronously; strictly use
ResourceLoader.load_threaded_request()to prevent frame stutters.
Available Scripts
> MANDATORY: For movement feel, read the controller + modules — do not re-implement coyote/buffer/variable-jump inline.
Controllers (golden path)
- [advanced_platformer_controller.gd](scripts/advanced_platformer_controller.gd) — MANDATORY before any precision jump/run controller.
- [platformer_controller_2d.gd](scripts/platformer_controller_2d.gd) — Leaner CharacterBody2D baseline when the advanced stack is overkill.
- [player_ground_controller.gd](scripts/player_ground_controller.gd) — Floor constant speed + slope snap refinements.
Movement modules
- [coyote_timer.gd](scripts/coyote_timer.gd) — MANDATORY with jump feel work (or use the integrated advanced controller).
- [jump_buffer.gd](scripts/jump_buffer.gd) — MANDATORY with coyote for landing responsiveness.
- [variable_jump.gd](scripts/variable_jump.gd) — MANDATORY for release-cutoff height expression.
- [wall_slide_sensor.gd](scripts/wall_slide_sensor.gd) — Nodeless wall detection.
- [ledge_grab_sensor.gd](scripts/ledge_grab_sensor.gd) — Shape-query ledge grabs.
- [one_way_drop_handler.gd](scripts/one_way_drop_handler.gd) — MANDATORY before drop-through / one-way platform input.
- [custom_collision_slider.gd](scripts/custom_collision_slider.gd) — High-speed inter-frame slide response.
World / camera / polish
- [synchronized_platform.gd](scripts/synchronized_platform.gd) — AnimatableBody2D
sync_to_physicsplatforms. - [fast_projectile_ccd.gd](scripts/fast_projectile_ccd.gd) — CCD to stop tunneling.
- [platformer_animation_sync.gd](scripts/platformer_animation_sync.gd) — Boolean-safe AnimationTree sync.
- [platformer_camera.gd](scripts/platformer_camera.gd) — Look-ahead / smoothing (pair with
godot-camera-systems). - [game_feel_helper.gd](scripts/game_feel_helper.gd) — Tween squash/stretch on visual node (pivot at feet).
- [speed_trail.gd](scripts/speed_trail.gd) — GPUParticles trail toggle for dash/run juice.
- [checkpoint.gd](scripts/checkpoint.gd) — Area2D checkpoint id + SaveManager position hook.
Core Loop
Jump → Navigate Obstacles → Reach Goal → Next Level
Skill Chain
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
Movement Feel — Decision Knobs (not tutorials)
> MANDATORY read: [advanced_platformer_controller.gd](scripts/advanced_platformer_controller.gd) plus [coyote_timer.gd](scripts/coyote_timer.gd) / [jump_buffer.gd](scripts/jump_buffer.gd) / [variable_jump.gd](scripts/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](scripts/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().
Level Design Principles
The "Teaching Trilogy"
- Introduction — safe learn → 2. Challenge — moderate risk → 3. Twist — combine / time pressure
Flow and Pacing
Easy → Easy → Medium → CHECKPOINT → Medium → Hard → CHECKPOINT → Boss
Camera
Use [platformer_camera.gd](scripts/platformer_camera.gd) / peer godot-camera-systems for look-ahead — never blind jumps.
Platformer Sub-Genres
- Precision (Celeste / Super Meat Boy) — instant respawn, tight controls, frequent checkpoints
- Collectathon — hub worlds, ability unlocks, backtracking
- Puzzle — slow pacing, environmental physics
- Metroidvania — route to
godot-genre-metroidvania
Common Pitfalls
| 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 |
Polish Checklist
- [ ] Dust particles on land/run
- [ ] Screen shake on heavy landings (
godot-camera-systemstrauma) - [ ] Squash/stretch on jump/land (visual pivot at feet)
- [ ] SFX for jump/land/wall-slide
- [ ] Checkpoint visual/audio feedback
- [ ] Assist mode / remappable controls
> MANDATORY for depth beyond decision trees and script catalog: [platformer-movement-deep.md](references/platformer-movement-deep.md). Do NOT Load on first-pass wiring — use bundled scripts/ first.
Godot-Specific Tips
- CharacterBody2D vs RigidBody2D: Always use
CharacterBody2Dfor platformer characters - precise control is essential - Physics tick rate: Consider 120Hz physics for smoother movement
- One-way platforms: Use
set_collision_mask_value()or dedicated collision layers - Wall detection: Use
is_on_wall()andget_wall_normal()for wall jumps
Example Games for Reference
- Celeste - Perfect game feel, assist mode accessibility
- Hollow Knight - Combat + platforming integration
- Super Mario Bros. Wonder - Visual polish and surprises
- Shovel Knight - Retro mechanics with modern feel
Reference
> Progressive 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.
Official Documentation
- Using CharacterBody2D — move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on.
- CharacterBody2D — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers.
- Physics introduction — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps.
- Collision shapes (2D) — why capsule/rectangle player shapes stay stable vs concave geometry.
- 2D movement overview — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns.
- Using TileMaps — TileMapLayer collision for level geometry instead of per-sprite StaticBodies.
- Using TileSets — one-way collision and physics layers authored in the tileset for drop-through platforms.
- AnimatableBody2D — sync_to_physics moving platforms that riders must stick to without jitter.
- Camera2D — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness.
- Using AnimationTree — boolean advance conditions for idle/run/air states without unsafe expression negation.
- Ray-casting — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D.
- Input examples — action just-pressed/released patterns behind jump buffer and variable jump cutoff.
Related Skills
Prerequisites
- godot-project-foundations — project settings, input map actions, and scene structure before wiring coyote/buffer timers.
- godot-characterbody-2d — move_and_slide grounding, slopes, and wall normals that every precision jump builds on.
- godot-input-handling — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility.
Complements
- godot-2d-physics — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core.
- godot-tilemap-mastery — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry.
- godot-camera-systems — look-ahead, room cameras, and smoothing that reveal landings without blind jumps.
- godot-animation-tree-mastery — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs.
- godot-2d-animation — squash/stretch and land/run cycles that sell weight after physics resolves.
- godot-particles — dust trails and land puffs called from jump/land events.
- godot-audio-systems — jump/land/wall-slide SFX timing that reinforces responsive feel.
- godot-monte-carlo-balancer — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults.
Downstream / consumers
- godot-genre-metroidvania — ability-gated exploration that reuses precision movement and TileMap rooms.
- godot-save-load-systems — checkpoint position persistence across deaths and scene reloads.
Master
- godot-master — library router and mirrored module entry for cross-skill discovery.
想直接用这个技能?
本站把开放许可(MIT / Apache 等)的技能按仓库打包整理到网盘,点一下转存到你自己的网盘,不用一个个从 GitHub 拉。许可未声明的技能只给原始仓库链接,不打包。