Claude Code 2D Game Skill for Tilemap Collision Layers
Separate visible scenery from collision-bearing terrain and verify that a small top-down level behaves as designed.
中文Install in Claude Code
Use a 2D project that supports tilemaps. Pick a tile size, a player collider and an existing movement test scene.
- Get the complete `cli-tool/components/skills/creative-design/game-development/2d-games` directory from the pinned GitHub checkout.
- Copy it under the target project's `.claude/skills/`. Confirm `.claude/skills/2d-games/SKILL.md`, open Claude Code at the project root, and call `/2d-games`.
Example task
Lay out a library with 16-pixel tiles. The rug is decorative and the shelves block movement. Define each layer and how to test it.What to check
A player can cross the rug and stops at the shelf boundary. The layer list specifies which layer contributes collision.
Original SKILL.md on GitHub · Updated
Frequently asked question
Should every tile have collision?
Use collision where the player's movement or interaction requires it. Purely decorative tiles can remain visual.