Platformer

SKILLAI 工具
AI 工具 未标注权限 许可证不明确
安装这个技能

Platformer专用技能,帮助AI Agent高效完成相关任务。

一句话选型结论

按资料字段整理

Platformer是AI 工具类的 Agent Skill,安装方式未标注,权限级别未标注,许可证不明确,有可直接复制的安装命令。技能本质是给模型读的说明书,效果取决于模型与客户端;装完先用一个小任务验证,再放进正式流程。

分类AI 工具 安装方式未标注 权限级别未标注权限 许可证许可证不明确
累计安装 未标注 本周 未标注
GitHub 星标 未标注 仓库 未标注
下载量 未标注 技能市场下载数
权限级别 未标注权限 安装前请确认风险范围
许可证 许可证不明确 未说明

安装

未标注
在支持 Skills 的客户端里执行,装完问一句「你有哪些技能」验证
skillhub install user_3c6cb52e/platformer-aaor
  1. 1
    确认客户端支持

    确认你的客户端支持 Skills(Claude、Codex、Cursor 等),并升级到较新的版本。

  2. 2
    拿到技能文件

    执行上面的命令安装;也可以把仓库里的 SKILL.md 手动放进客户端的 skills 目录。

  3. 3
    刷新技能列表

    重新打开客户端,或刷新技能列表,让新放进来的技能被加载。

  4. 4
    验证是否生效

    问一句「你有哪些技能」,确认列表里出现它,再拿一个小任务试跑。

技能档案

AI 工具
字段来自技能仓库与公开索引,中文说明由本站标注
作者 / 维护方user_3c6cb52e仓库 未标注 · 版本 未标注
宿主客户端未标注技能可被这些客户端加载
安装方式未标注安装包 community
权限级别未标注权限安装前请确认风险范围
许可证未说明许可证不明确,商用前请自行确认条款
仓库可用性available技能仓库当前是否可访问
最近核验未标注上游最后核验时间 · 数据更新 1791622302
正文体量6.9 KBSKILL.md 原文大小,越大说明说明书写得越细

典型使用场景

3 类
按分类整理的常见用法,具体以 SKILL.md 为准
组合多个 AI 能力

把写作、检索、总结串成一条流程。

搭工作流

把固定流程做成可重复调用的步骤。

做提示词与评测

整理提示词并对比输出效果。

选择建议

装之前先看这几条
按条目字段给出的判断,不替你决定用不用

值得选的地方

  • 有可直接复制的安装命令,不用自己翻文档找入口。

先想清楚的地方

  • 没有标注权限级别,实际能做什么要装好后确认。
  • 许可证不明确,商用或二次分发前先到仓库确认条款。
  • 没有做站内核验,内容以作者仓库为准。
  • 技能只是说明书,实际效果取决于模型与客户端,装完先用小任务试一遍。

更适合

  • 需要在AI 工具场景里给模型补一套做法的人。
  • 愿意先读一遍 SKILL.md、确认它会让模型做什么的人。

不太适合

  • 对许可证要求很严、必须明确可商用的人。
  • 只想装完就自动变强、不打算看说明书的人。

同类对比

6 个同类
同分类里挑最接近的几条,字段以各自详情页为准
技能权限级别安装方式累计安装宿主客户端安装命令
Platformer当前 未标注权限 未标注 未标注 未标注 有
执行计划 只读 GitHub 仓库 151.5 万 Codex、Claude、Cursor 有
Playwright MCP 测试 浏览器控制 ClawHub 市场 136.5 万 OpenClaw 有
完成前的验证 未标注权限 GitHub 仓库 131.9 万 Codex、Claude、Cursor 有
子 Agent 驱动开发 只读 GitHub 仓库 131.2 万 Codex、Claude、Cursor 有
前端设计 执行命令 GitHub 仓库 125.6 万 Codex、Claude、Cursor 有

SKILL.md 全文

6.9 KB
模型实际读到的说明书原文,来自技能仓库

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)

# 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)

# 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 &gt; 0 and coyote_timer &gt; 0:
    velocity.y   = jump_velocity
    buffer_timer = 0
    coyote_timer = 0                     # consume both so we can&#x27;t double-jump

# Variable height: releasing jump early while still rising cuts the arc short.
if jump_released_this_frame and velocity.y &lt; 0:
    velocity.y *= 0.45

# Asymmetric gravity: snappier fall than rise.
g = fall_gravity if velocity.y &gt; 0 else gravity
velocity.y += g * dt

3. One-way platforms

Solid from above, pass-through from below. Most engines expose a "one-way collision" flag on
the tile/collider; enable it and let the player drop through by disabling that collision
for a few frames when the player holds Down + Jump. Do not re-implement collision math.

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.)
  • 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.

常见问题

5 问
答案由本站依据条目字段整理
Platformer怎么安装?

在支持 Skills 的客户端里执行:skillhub install user_3c6cb52e/platformer-aaor。安装方式为未标注。装完刷新技能列表或重开客户端。

Platformer支持哪些客户端?

资料没有标注宿主客户端,但只要客户端支持 Skills(Claude、Codex、Cursor 等),一般都能加载。

Platformer权限高吗,安全吗?

权限级别为未标注权限。安装前先看它会读取或写入哪些内容。

Platformer收费吗?

本站不代收费用,也没有标注具体价格。是否收费取决于技能本身和所用的模型或客户端,正式使用前按作者说明确认。

Platformer用什么许可证?

许可证标注为 未说明(许可证不明确)。商用或二次分发前请到仓库确认条款原文。

热门专题

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技能内容以作者仓库为准;分类、权限级别与许可证状态的中文说明为中文整理,最近核验 未标注。