Install
$ agentstack add skill-0xheycat-isometric-game-skills-depth-sorting-occlusion ✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
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Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Depth Sorting & Occlusion
Overview
In isometric, draw order IS depth. A character is behind a tree if its anchor tile sorts earlier. This skill gives the correct sort key and handles tall/multi-tile objects that break naive sorting.
When to Use
- Characters render in front of trees/walls they should be behind.
- Tall or multi-tile objects sort incorrectly.
- You added objects and the layering looks wrong.
Process
- Give every drawable a depth key based on its anchor tile: depth = row + col.
- Sort all objects by depth ascending before drawing.
- For ties, break by a secondary key (e.g. y, then creation order).
- For multi-tile objects, sort by the FRONT-most occupied tile.
- For very tall objects, consider splitting into stackable slices.
- Re-sort only when objects move, not every frame if static.
- Test the classic case: walk a character around all four sides of a tree.
objects.sort((a, b) => (a.row + a.col) - (b.row + b.col));
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality | |---|---| | "Painter order by y is good enough" | Pure y fails for multi-tile and tall sprites. Use anchor row+col. | | "I will sort once at load" | Moving objects must re-sort. Sort on movement. |
Red Flags - STOP if you catch yourself:
- Sorting by raw y instead of anchor tile.
- Multi-tile objects using their center instead of front tile.
- Characters clipping through tall buildings.
Verification
You are NOT done until every box is checked:
- [ ] Walking around all sides of an object always sorts correctly.
- [ ] Multi-tile and tall objects occlude properly.
- [ ] Sorting updates when objects move.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: 0xheycat
- Source: 0xheycat/isometric-game-skills
- License: MIT
- Homepage: https://0xheycat.github.io/isometric-game-skills/demo/
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.