Skip to main content

godot-gdscript-patterns

Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.

Source facts

Repository
lightconsen/extensions
Last source activity
September 8, 2026 at 07:12
Detected SKILL.md language
English
Stars
0
Forks
0

Install options

The review-first prompt is selected by default. You can switch to a direct command or download a local copy.

Review the source files

Read SKILL.md and any companion files shown by SkillsMP before deciding whether to install.

File Explorer
6 files

Showing SKILL.md

SKILL.md
Source instructions · Read-only preview
name
godot-gdscript-patterns
description
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
# Godot GDScript Patterns Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization. ## When to Use This Skill - Building games with Godot 4 - Implementing game systems in GDScript - Designing scene architecture - Managing game state - Optimizing GDScript performance - Learning Godot best practices ## Core Concepts ### 1. Godot Architecture ``` Node: Base building block ├── Scene: Reusable node tree (saved as .tscn) ├── Resource: Data container (saved as .tres) ├── Signal: Event communication └── Group: Node categorization ``` ### 2. GDScript Basics ```gdscript class_name Player extends CharacterBody2D # Signals signal health_changed(new_health: int) signal died # Exports (Inspector-editable) @export var speed: float = 200.0 @export var max_health: int = 100 @export_range(0, 1) var damage_reduction: float = 0.0 @export_group("Combat") @export var attack_damage: int = 10 @export var attack_cooldown: float = 0.5 # Onready (initialized when ready) @onready var sprite: Sprite2D = $Sprite2D @onready var animation: AnimationPlayer = $AnimationPlayer @onready var hitbox: Area2D = $Hitbox # Private variables (convention: underscore prefix) var _health: int var _can_attack: bool = true func _ready() -> void: _health = max_health func _physics_process(delta: float) -> void: var direction := Input.get_vector("left", "right", "up", "down") velocity = direction * speed move_and_slide() func take_damage(amount: int) -> void: var actual_damage := int(amount * (1.0 - damage_reduction)) _health = max(_health - actual_damage, 0) health_changed.emit(_health) if _health <= 0: died.emit() ``` ## Detailed patterns and worked examples Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.
View on GitHub