beat-em-up
Skill4 starsChanged 7 months agoMITView on GitHub
Generates side-scrolling beat-em-up games (Double Dragon / Final Fight style) with pseudo-3D Y-depth movement, punch/kick combat, enemy AI, score HUD, and layered parallax backgrounds. Provides codesmith patterns for the genre. Use when the description involves street brawling, beat-em-up, fighting through waves of enemies.
In this repository22 other files it gives its agents.
- action-platformerSkill
- audio-composerSkill
- bg-artistSkill
- codesmithSkill
- game-designerSkill
- gameforgeSkill
- gap-checkerSkill
- iso-city-builderSkill
- iso-living-worldSkill
- manifest-auditorSkill
- mobile-compat-checkerSkill
- multiplayerSkill
- palette-enforcerSkill
- parallel-qa-orchestraSkill
- physics-debug-validatorSkill
- pixel-action-adventureSkill
- playtesterSkill
- refinerSkill
- rpg-overworldSkill
- sprite-artistSkill
- tile-artistSkill
- world-architectSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 56
Always invoke bg-artist with --theme forest-park or --theme city-street or --theme warehouse depending on the level theme.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Beat-Em-Up
Classic side-scrolling brawler. Characters occupy a pseudo-3D "lane" — X is left/right, Y is depth into the screen. Y-position determines render depth (y-sort) and what counts as the same "row" for melee contact.
When to use
- "Make a beat-em-up / brawler / street fighter"
- "Game where I fight through waves of enemies"
- "Double Dragon / Final Fight / River City Ransom style game"
Genre settings
{
"genre": "beat-em-up",
"controls": {
"movement": "4-direction",
"actions": [
{ "key": "SPACE", "name": "attack", "description": "Punch nearby enemies" },
{ "key": "Z", "name": "jump", "description": "Jump over obstacles" }
]
}
}Tileset palette
[
{ "id": "GROUND", "color": "#8b5e3c", "passable": true },
{ "id": "WALL", "color": "#4a3020", "passable": false },
{ "id": "SHADOW", "color": "#6b4a2a", "passable": true },
{ "id": "PROP", "color": "#7a6040", "passable": false }
]Level layout: wide horizontal strip (30-40 tiles wide, 12-14 tiles tall). Ground fills rows 6-12. Wall tiles border top and bottom. Camera scrolls rightward only as player advances. Player cannot scroll camera back left.
Entity design
[
{ "id": "BRAWLER", "kind": "player", "color": "teal-blue", "desc": "Muscular hero in leather jacket and jeans", "states": ["idle","walk"], "speed": 90, "hp": 5 },
{ "id": "THUG", "kind": "enemy", "color": "dark-grey", "desc": "Street thug in torn shirt and sunglasses", "states": ["idle","walk"], "speed": 55, "hp": 2 },
{ "id": "BOSS", "kind": "boss", "color": "red-black", "desc": "Large gang leader in red jacket", "states": ["idle","walk"], "speed": 40, "hp": 8 }
]Background (REQUIRED for this genre)
Always invoke bg-artist with --theme forest-park or --theme city-street or --theme warehouse depending on the level theme. The layered background is what makes the genre look correct.
scrollFactor: 0.4for mid-layer (trunks/buildings)scrollFactor: 0.2for far layer (sky/canopy)
Codesmith — Game.js patterns
Core constants
const FLOOR_Y_MIN = 160; // topmost Y the player can walk (world coords)
const FLOOR_Y_MAX = 280; // bottommost Y
const ATTACK_RANGE_X = 48; // horizontal punch range
const ATTACK_RANGE_Y = 20; // vertical (depth) punch range
const ATTACK_DURATION = 220; // ms the hitbox is active
const SCROLL_LOCK_X = 100; // camera left-lock so player can't scroll backPseudo-3D movement
// In update(): player moves in X and Y, clamped to floor band
const speed = 90;
b.setVelocity(0, 0);
if (left) b.setVelocityX(-speed);
if (right) b.setVelocityX(+speed);
if (up) b.setVelocityY(-speed * 0.6); // Y feels "deeper" so scale
if (down) b.setVelocityY(+speed * 0.6);
// Clamp to floor band
this.player.y = Phaser.Math.Clamp(this.player.y, FLOOR_Y_MIN, FLOOR_Y_MAX);
// Y-sort depth (higher Y = drawn in front)
this.player.setDepth(this.player.y);
for (const e of this.enemies) e.setDepth(e.y);
// Camera scrolls rightward only (one-way lock)
const camX = Math.max(this.cameras.main.scrollX, this.player.x - this.scale.width * 0.4);
this.cameras.main.setScroll(camX, 0);Attack system
// In create():
this.attacking = false;
this.attackBox = this.add.rectangle(0, 0, ATTACK_RANGE_X, ATTACK_RANGE_Y * 2, 0xffff00, 0).setDepth(999);
// On SPACE keydown:
_onAttack() {
if (this.attacking || this.gameOver) return;
this.attacking = true;
// Flash tint on player to indicate attack frame
this.player.setTint(0xffddaa);
this.time.delayedCall(ATTACK_DURATION, () => {
this.attacking = false;
this.player.clearTint();
});
}
// In update(): check hitbox against enemies while attacking
if (this.attacking) {
const px = this.player.x + (this.facingRight ? ATTACK_RANGE_X * 0.5 : -ATTACK_RANGE_X * 0.5);
for (const enemy of this.enemies) {
if (enemy.hp <= 0) continue;
if (Math.abs(enemy.x - px) < ATTACK_RANGE_X &&
Math.abs(enemy.y - this.player.y) < ATTACK_RANGE_Y) {
this._hitEnemy(enemy);
}
}
}
_hitEnemy(enemy) {
if (enemy.hitCooldown) return;
enemy.hp--;
enemy.hitCooldown = true;
enemy.setTint(0xff4444);
this.cameras.main.shake(80, 0.005);
this.score += 100;
this.time.delayedCall(300, () => {
enemy.hitCooldown = false;
enemy.clearTint();
});
if (enemy.hp <= 0) this._killEnemy(enemy);
}
_killEnemy(enemy) {
this.enemiesDefeated++;
this.tweens.add({ targets: enemy, alpha: 0, y: enemy.y - 20, duration: 400,
onComplete: () => { enemy.indicator?.destroy(); enemy.destroy(); }});
this.enemies = this.enemies.filter(e => e !== enemy);
this.updateState();
if (this.enemiesDefeated >= this.WIN_ENEMIES) this.win();
}Enemy AI
// In create(): spawn enemies on a timer
this.time.addEvent({
delay: 2200,
loop: true,
callback: () => {
if (this.enemies.length < 4 && !this.gameOver) this._spawnEnemy();
}
});
_spawnEnemy() {
const side = Math.random() < 0.5 ? -1 : 1;
const spawnX = this.player.x + side * (this.scale.width * 0.6 + 40);
const spawnY = Phaser.Math.Between(FLOOR_Y_MIN + 20, FLOOR_Y_MAX - 20);
const sh = this.findSheet('THUG');
if (!sh) return;
const enemy = this.add.sprite(spawnX, spawnY, sh.tex, sh.rowIdx * sh.cols);
enemy.hp = 2;
enemy.hitCooldown = false;
enemy.setDisplaySize(40, 48);
enemy.setDepth(spawnY);
enemy.play('THUG-idle');
this.enemies.push(enemy);
}
// In update(): enemy AI
for (const enemy of this.enemies) {
if (enemy.hp <= 0) continue;
const dx = this.player.x - enemy.x;
const dy = this.player.y - enemy.y;
const dist = Math.hypot(dx, dy);
if (dist > 8) {
enemy.x += (dx / dist) * 55 * (delta / 1000);
enemy.y += (dy / dist) * 55 * (delta / 1000);
enemy.y = Phaser.Math.Clamp(enemy.y, FLOOR_Y_MIN, FLOOR_Y_MAX);
enemy.setFlipX(dx < 0);
enemy.play('THUG-walk', true);
enemy.setDepth(enemy.y);
} else {
enemy.play('THUG-idle', true);
// Enemy attacks player
if (!enemy.attackTimer) {
enemy.attackTimer = true;
this.time.delayedCall(800, () => {
enemy.attackTimer = false;
if (Math.hypot(this.player.x - enemy.x, this.player.y - enemy.y) < 40)
this._enemyHitPlayer();
});
}
}
}HUD — health bar + score
// In create():
_buildHud() {
const W = this.scale.width;
// Background panel
this.hudBg = this.add.graphics().setScrollFactor(0).setDepth(300);
this.hudBg.fillStyle(0x000000, 0.8);
this.hudBg.fillRect(0, 0, W, 36);
this.hudBg.lineStyle(1, 0x444444, 1);
this.hudBg.lineBetween(0, 36, W, 36);
// HP bar (red fill, gray track)
this.hpTrack = this.add.graphics().setScrollFactor(0).setDepth(301);
this.hpTrack.fillStyle(0x333333, 1);
this.hpTrack.fillRect(8, 8, 120, 10);
this.hpBar = this.add.graphics().setScrollFactor(0).setDepth(302);
// Score
this.scoreText = this.add.text(W - 8, 8, 'SCORE 000000', {
fontSize: '8px', color: '#ffffff', fontFamily: 'monospace',
stroke: '#000', strokeThickness: 2,
}).setScrollFactor(0).setDepth(302).setOrigin(1, 0);
// Player name label
this.add.text(8, 20, 'PLAYER', {
fontSize: '6px', color: '#aaaaaa', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(302);
this._redrawHud();
}
_redrawHud() {
const pct = Math.max(0, this.playerHp / this.MAX_HP);
this.hpBar.clear();
this.hpBar.fillStyle(pct > 0.5 ? 0x44cc44 : pct > 0.25 ? 0xffaa00 : 0xcc2222, 1);
this.hpBar.fillRect(8, 8, Math.round(120 * pct), 10);
this.scoreText.setText('SCORE ' + String(this.score).padStart(6, '0'));
}win / lose / updateState
updateState() {
window.__gameState = {
phase: this.gameOver ? (this.won ? 'won' : 'lost') : 'playing',
playerX: this.player?.x ?? 0,
playerY: this.player?.y ?? 0,
playerHp: this.playerHp,
score: this.score,
enemiesDefeated: this.enemiesDefeated,
};
this._redrawHud();
}Visual notes
- No tile collision for floor — the floor is visual only. Physics world gravity = 0 (no gravity). The Y floor band is enforced by clamping, not physics.
- Shadow under each character — draw a small dark ellipse at
(sprite.x, FLOOR_Y_MAX + 4)that scales with distance from back-Y: closer to front = larger shadow. Adds huge depth for minimal code. - Punch flash — set
setTint(0xffddaa)for 220ms on the attacking character, clear after. No separate attack sprite frame needed. - Enemy variety — if multiple enemy IDs exist, alternate spawning. Boss spawns after
enemiesDefeated >= WIN_ENEMIES - 2.
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