--- name: godot-genre-platformer description: "Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement." --- ## NEVER Do (Expert Anti-Patterns) ### Physics & Movement Feel - NEVER multiply velocity by `delta` before `move_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 `delta` before 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_RAY` to prevent tunneling through geometry. - NEVER use `move_and_collide()` for standard traversal; it lacks the slope/stair handling of `move_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 `Sprite2D` nodes for level geometry; strictly use **TileMapLayer** for optimized collision and rendering. - NEVER use complex/concave `CollisionShape2D` for the player; strictly favor primitive shapes (Capsule/Rectangle) for stability. ### Architecture & Performance - NEVER use `CharacterBody2D` for simple moving platforms; strictly use **AnimatableBody2D** and enable `sync_to_physics`. - NEVER ignore `platform_on_leave` for descending platforms; use `PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY` to preserve jump impulse. - NEVER disable `recovery_as_collision` on the player character; it is required for correct floor snapping reports. - NEVER use the `!` (NOT) operator in AnimationTree expressions; strictly use `is_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_physics` platforms. - [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" 1. **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-systems` trauma) - [ ] 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 1. **CharacterBody2D vs RigidBody2D**: Always use `CharacterBody2D` for platformer characters - precise control is essential 2. **Physics tick rate**: Consider 120Hz physics for smoother movement 3. **One-way platforms**: Use `set_collision_mask_value()` or dedicated collision layers 4. **Wall detection**: Use `is_on_wall()` and `get_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](https://docs.godotengine.org/en/stable/tutorials/physics/using_character_body_2d.html) — move_and_slide floor/wall/ceiling reports, slope snap, and platform_on_leave behavior that platformer feel depends on. - [CharacterBody2D](https://docs.godotengine.org/en/stable/classes/class_characterbody2d.html) — floor_constant_speed, floor_snap_length, recovery_as_collision, and motion-mode knobs for precision controllers. - [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) — collision layers/masks for player, one-ways, hazards, and projectiles without accidental overlaps. - [Collision shapes (2D)](https://docs.godotengine.org/en/stable/tutorials/physics/collision_shapes_2d.html) — why capsule/rectangle player shapes stay stable vs concave geometry. - [2D movement overview](https://docs.godotengine.org/en/stable/tutorials/2d/2d_movement.html) — CharacterBody vs RigidBody tradeoffs and common input→velocity patterns. - [Using TileMaps](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html) — TileMapLayer collision for level geometry instead of per-sprite StaticBodies. - [Using TileSets](https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html) — one-way collision and physics layers authored in the tileset for drop-through platforms. - [AnimatableBody2D](https://docs.godotengine.org/en/stable/classes/class_animatablebody2d.html) — sync_to_physics moving platforms that riders must stick to without jitter. - [Camera2D](https://docs.godotengine.org/en/stable/classes/class_camera2d.html) — position smoothing, drag margins, and look-ahead offsets that prevent blind jumps and motion sickness. - [Using AnimationTree](https://docs.godotengine.org/en/stable/tutorials/animation/animation_tree.html) — boolean advance conditions for idle/run/air states without unsafe expression negation. - [Ray-casting](https://docs.godotengine.org/en/stable/tutorials/physics/ray-casting.html) — nodeless wall-slide and ledge queries via PhysicsDirectSpaceState2D. - [Input examples](https://docs.godotengine.org/en/stable/tutorials/inputs/input_examples.html) — action just-pressed/released patterns behind jump buffer and variable jump cutoff. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — project settings, input map actions, and scene structure before wiring coyote/buffer timers. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — move_and_slide grounding, slopes, and wall normals that every precision jump builds on. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — remappable jump/move actions and unhandled-input buffering for assist-mode accessibility. #### Complements - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) — layers, CCD, Area2D hazards, and AnimatableBody platforms beyond the controller core. - [godot-tilemap-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tilemap-mastery/SKILL.md) — TileMapLayer/TileSet one-ways and collision painting for teachable level geometry. - [godot-camera-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-camera-systems/SKILL.md) — look-ahead, room cameras, and smoothing that reveal landings without blind jumps. - [godot-animation-tree-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-tree-mastery/SKILL.md) — AnimationTree conditions synced from is_on_floor / velocity for juice-safe state graphs. - [godot-2d-animation](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-animation/SKILL.md) — squash/stretch and land/run cycles that sell weight after physics resolves. - [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — dust trails and land puffs called from jump/land events. - [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — jump/land/wall-slide SFX timing that reinforces responsive feel. - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — sample coyote/buffer/gravity/jump knobs and level difficulty curves before shipping assist defaults. #### Downstream / consumers - [godot-genre-metroidvania](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-metroidvania/SKILL.md) — ability-gated exploration that reuses precision movement and TileMap rooms. - [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — checkpoint position persistence across deaths and scene reloads. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.