godot-player

Implements Godot player controllers for top-down, platformer, twin-stick, and point-and-click genres.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill godot-player-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-player
Source: https://github.com/zerox-core/AI_Game/tree/main/.claude/skills/godot-player
Command: npx skills add https://github.com/zerox-core/AI_Game --skill godot-player-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building a player character in Godot requires repeatedly writing movement, input handling, collision, and visual code from scratch for each game genre, which slows down prototyping and invites common bugs like missing jump buffering. ## Core Features & Use Cases - Genre-Specific Controllers: Provides complete GDScript implementations for top-down 8-direction shooters, platformers with coyote time and jump buffering, twin-stick gamepad controls, and point-and-click movement. - Procedural Visuals: Every controller includes a layered procedural visual pattern with glow, shadows, and squash-and-stretch animation, with automatic fallback to user-provided sprites. - Bullet System: Includes a projectile script with trail rendering, collision handling, and score integration for shooter genres. - Use Case: When starting a new Godot 2D game prototype, use this Skill to generate a working platformer player with coyote time and animated visuals instead of writing the CharacterBody2D logic manually. ## Quick Start Ask the AI to create a Godot platformer player controller with jump buffering and a procedural visual using this skill.

Frequently Asked Questions about godot-player

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a platformer player controller in Godot?

Use a CharacterBody2D with gravity applied in _physics_process, horizontal movement via Input.get_axis, and jump logic with coyote time and jump buffering. The provided script also adds squash-and-stretch tween animations on jump and landing.

How to add coyote time and jump buffering in Godot?

Track a coyote timer that resets while on the floor and a jump buffer timer set when jump is pressed. Execute the jump only when both timers are above zero, which makes platforming controls feel responsive.

What player controller should I use for a twin-stick shooter in Godot?

Use the left stick vector for movement via Input.get_vector and read the right stick with Input.get_joy_axis for aiming. When the aim vector exceeds a deadzone threshold, rotate the player and auto-fire at a fixed rate.

Does this work with custom player sprites in Godot?

Yes, each controller checks for res://assets/sprites/player.png or player.svg first and loads it as a Sprite2D. If no sprite exists, it falls back to a procedural Node2D visual with layered polygons and glow effects.

Why does my Godot player need a visual component?

A bare CharacterBody2D with only a CollisionShape2D renders nothing on screen, making the game untestable visually. The skill enforces a visual standard using either user sprites or a procedural drawing pattern with shadows and pulse effects.