Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add skills/misonl/ling/2d-gamesnpx skills add MisonL/Ling --skill 2d-gamesgit clone --depth 1 https://github.com/MisonL/LingWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/misonl/ling/2d-games)<a href="https://agentmods.dev/skills/misonl/ling/2d-games"><img src="https://agentmods.dev/badge/skills/misonl/ling/2d-games.svg" alt="Measured on agentmods" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00029 | $0.00751 |
| Opus 5 | $0.00015 | $0.00376 |
| Sonnet 5 | $0.00006 | $0.00150 |
| Haiku 4.5 | $0.00003 | $0.00075 |
Grade A, and why
2d-games scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
What it actually says
2D 游戏开发
2D 游戏系统的原则。
1. 精灵系统
精灵组织
| 组件 | 用途 |
|---|---|
| Atlas(图集) | 合并贴图,减少绘制调用 |
| Animation(动画) | 帧序列 |
| Pivot(枢轴) | 旋转/缩放的原点 |
| Layering(分层) | Z 顺序控制 |
动画原则
- 帧率:常见 8-24 FPS
- 挤压与拉伸增强冲击感
- 动作前要有预备
- 动作后要有收势
2. 瓦片地图设计
瓦片要点
| 因素 | 建议 |
|---|---|
| 尺寸 | 16x16、32x32、64x64 |
| 自动拼接(Auto-tiling) | 用于地形 |
| 碰撞 | 使用简化形状 |
图层
| 图层 | 内容 |
|---|---|
| 背景 | 非交互场景 |
| 地形 | 可行走地面 |
| 物件 | 可交互对象 |
| 前景 | 视差覆盖 |
3. 2D 物理
碰撞形状
| 形状 | 使用场景 |
|---|---|
| Box | 矩形对象 |
| Circle | 球形、圆角 |
| Capsule | 角色 |
| Polygon | 复杂形状 |
物理要点
- 像素级碰撞 vs 物理驱动
- 固定时间步长保证一致性
- 使用分层过滤
4. 摄像机系统
摄像机类型
| 类型 | 用途 |
|---|---|
| Follow(跟随) | 跟随玩家 |
| Look-ahead(前瞻) | 预判移动 |
| Multi-target(多目标) | 双人视角 |
| Room-based(房间制) | 类银河城 |
屏幕抖动
- 短时长(50-200ms)
- 强度递减
- 克制使用
5. 类型模式
平台跳跃(Platformer)
- Coyote time(离边宽容时间)
- 跳跃缓冲
- 可变跳跃高度
俯视角(Top-down)
- 8 方向或自由移动
- 目标锁定或自动瞄准
- 是否需要旋转
6. 反模式
| [FAIL] 不要做 | [OK] 推荐 |
|---|---|
| 分离贴图 | 使用图集 |
| 复杂碰撞形状 | 使用简化碰撞 |
| 抖动镜头 | 平滑跟随 |
| 物理与像素混用 | 选定一种方案 |
记住: 2D 讲究清晰,每个像素都应传达信息。
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 3d ago First seen · 120 lines · 29 tokens per session scan A a3fea044f79f
2d-games is a skill published in the GitHub repository MisonL/Ling (8 stars, last pushed 5mo ago), licensed MIT. It adds 29 tokens to every session and 751 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
systematic-debugging
Use when encountering any bug, test failure, or unexpected behavior, before proposing fixes.
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
auto-perf-optimize
Run agent-driven VS Code performance or memory investigations. Use when asked to launch Code OSS, automate a VS Code scenario, run the Chat memory smoke runner, capture renderer heap snapshots, take workflow screenshots, compare run summaries, or drive a repeatable scenario before heap-snapshot analysis.
chat-perf
Run chat perf benchmarks and memory leak checks against the local dev build or any published VS Code version. Use when investigating chat rendering regressions, validating perf-sensitive changes to chat UI, or checking for memory leaks in the chat response pipeline.
chat-pet-sprite-creation
Use when creating or changing VS Code chat pet sprite art, sprite sheets, state animations, eye treatments, Stable/Insiders variants, or pet transitions under src/vs/workbench/contrib/chat/browser/widget/media/chatPet.
cpu-profile-analysis
Analyze V8/Chrome CPU profiles (.cpuprofile) and DevTools trace files (Trace-.json). Use when: profiling performance, investigating slow functions, comparing code paths, finding bottlenecks, analyzing timeToRequest, understanding call trees from sampling profiler data, analyzing layout/paint/rendering, investigating…