| name | godot-game-loop-collection |
| description | Use when implementing collection quests, scavenger hunts, or "find all X" objectives. |
Collection Game Loops
Overview
This skill provides a standardized framework for "Collection Loops" – gameplay objectives where the player must find and gather a specific set of items (e.g., hidden eggs, data logs, coins).
NEVER Do
- NEVER use free() to destroy an active state node or level — This can cause crashes if the node is still processing. Always use
queue_free() to safely dispose of it at the end of the frame.
- NEVER calculate physics-dependent game state in _process() — Movement and precise collisions must happen in
_physics_process() to stay synced with the engine's fixed timestep.
- NEVER execute heavy state transitions (like loading massive levels) synchronously — Calling
load() on a huge scene stalls the main thread. Use ResourceLoader.load_threaded_request().
- NEVER use exact floating-point equality (==) for time-based states — Floating-point errors will eventually cause missed triggers. Use
is_equal_approx() or relative comparisons.
- NEVER manipulate the active SceneTree from a background thread — The SceneTree is not thread-safe. Use
call_deferred() to push results back to the main thread.
- NEVER rely on a monolithic "GameManager" with hardcoded absolute paths — This creates tight coupling. Use groups, signals, and exported references for a modular architecture.
- NEVER assume child nodes are ready before their parent —
_ready() executes from bottom-to-top. If you need child references, use @onready or await ready.
- NEVER use string-based signals for critical state transitions — Avoid
connect("signal", _on_func). Use the Signal object syntax (signal.connect(_on_func)) for compile-time validation.
- NEVER poll for input state every frame for discrete menu events — Use the
_unhandled_input() callback to cleanly intercept events without wasting CPU cycles in _process().
- NEVER crash the engine intentionally via CRASH_NOW_MSG — Regular state handling should always recover gracefully. Crashing is for unrecoverable internal engine failures.
- NEVER hardcode spawn positions in code — Always use
Marker3D or CollisionShape3D nodes in the scene so designers can adjust layout without touching code.
- NEVER neglect "juice" before an item disappears — Immediate
queue_free() feels dry. Always spawn particles or play a sound before removal.
- NEVER use global variables for local collection progress — Keep counts encapsulated within the
CollectionManager and emit signals to update the UI.
- NEVER leave orphaned nodes in the tree during state swaps — Always ensure the previous level/state is properly queued for deletion before instantiating the new one.
- NEVER scale collision shapes non-uniformly for collectibles — This breaks collision detection math. Adjust the internal shape resource properties instead.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
Collection of 10 expert patterns: Custom MainLoop extensions, deferred scene switching, threaded loading, and frame throttling.
The central brain of the hunt. Tracks progress and manages completion signals.