| name | godot-composition |
| description | Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design. |
Core Philosophy
This skill enforces Composition over Inheritance ("Has-a" vs "Is-a").
In Godot, Nodes are components. A complex entity (Player) is simply an Orchestrator managing specialized Worker Nodes (Components).
The Golden Rules
- Single Responsibility: One script = One job.
- Encapsulation: Components are "selfish." They handle their internal logic but don't know who owns them.
- The Orchestrator: The root script (e.g.,
player.gd) does no logic. It only manages state and passes data between components.
- Decoupling: Components communicate via Signals (up) and Methods (down).
Decision Tree โ Composition vs Autoload vs Inheritance
| Situation | Choose |
|---|
| Gameplay entity behaviors (HP, hitbox, move, interact) | Composition โ child components + orchestrator (composition_root_init.gd) |
| Cross-scene services (audio bus, save, net, economy ledger) | Autoload โ not a component on the player |
| True is-a engine specialization (custom Control/Node with shared lifecycle) | Inheritance exception โ rare; never for "adds a gun" / "adds HP" |
Available Scripts
Specialized Node for managing lifespan, damage logic, and death signals across any entity.
Area-based component for intercepting damage and delegating it to a HealthComponent.
Area-based component for dealing damage specifically to HitBoxComponents.
Encapsulated movement and acceleration logic for reuse across Players and Enemies.
Decoupled interaction handler using injecting Callable logic for context-aware actions.
Decoupled tracking logic using NodePath injection for smooth entity following.
Component-based state machine pattern using child nodes as individual states.
Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.
Separating logical state (velocity/direction) from visual representation (sprite flipping).
MANDATORY first read โ Orchestrator wiring via typed @export (Inspector / %UniqueNames in the scene). Matches NEVER: no $ / get_node for components.
NEVER Do in Composition
- NEVER use deep inheritance chains (e.g.,
Player > Entity > LivingThing > Node) โ Creates brittle "God Classes" that are hard to refactor [21].
- NEVER use
get_node() or $ for components โ This breaks if the scene tree is rearranged. Always use @export or %UniqueNames [22].
- NEVER let a component reference its parent script directly โ This makes the component impossible to reuse. Use signals or dependency injection [23].
- NEVER mix Input, Physics, and Game Logic in one script โ This violates Single Responsibility. Split them into specialized components [24, 13].
- NEVER create components that require a specific SceneTree structure โ A component should be "selfish" and only care about its own properties and direct children.
- NEVER use inheritance to "add a feature" โ If you want an enemy to shoot, add a
ShootingComponent, don't make it inherit from ShooterEnemy.
- NEVER hardcode component dependencies โ If
CombatComponent needs HealthComponent, look it up in _ready() or inject it via the parent [11].
- NEVER treat Godot nodes as pure data โ Nodes provide lifecycle (
_process) and signals. If you only need data, use a Resource.
- NEVER ignore the Node lifecycle in components โ Use
_enter_tree() and _exit_tree() for setup/cleanup that must happen regardless of the parent's state.
- NEVER hide component points of access โ Expose
NodePath or Callable properties so the parent can wire the component in the Inspector [13].
Implementation Standards
1. Connection Strategy: Typed Exports
Do not rely on tree order. Use explicit dependency injection via @export with static typing.
The "Godot Way" for strict godot-composition:
# The Orchestrator (e.g., player.gd)
class_name Player extends CharacterBody3D
# Dependency Injection: Define the "slots" in the backpack
@export var health_component: HealthComponent
@export var movement_component: MovementComponent
@export var input_component: InputComponent
# Use Scene Unique Names (%) for auto-assignment in Editor
# or drag-and-drop in the Inspector.
2. Component Mindset
Components must define class_name to be recognized as types.
Standard Component Boilerplate:
class_name MyComponent extends Node
# Use Node for logic, Node3D/2D if it needs position
@export var stats: Resource # Components can hold their own data
signal happened_something(value)
func _ready() -> void:
_validate_dependencies()
func _validate_dependencies() -> void:
# 2. Dependency-Validation: Fail early during development if setup is wrong [2]
# NOTE: assert() is stripped in release builds [10].
assert(stats != null, "Stats Resource missing on %s" % name)
func do_logic(delta: float) -> void:
# Perform specific task
pass
Standard Components โ Use Scripts
Inline Input/Movement/Health recipes removed. MANDATORY: start from composition_root_init.gd, then load the matching script:
Typed @export wiring stays under Implementation Standards above.
Expert Composition Patterns
1. State-Component Pattern (FSM)
Encapsulate complex behaviors into child nodes that act as states. The parent StateComponent delegates lifecycle calls to the active child [4, 6].
MANDATORY: Read state_component_vsm.gd โ do not paste an inline StateMachine. For deeper VSM / hierarchical FSMs, open godot-state-machine-advanced.
2. Component-Registry (O(1) Lookup)
Avoid slow tree traversal for sibling communication. Catalog children in a Dictionary at ready (by name or group).
var _components: Dictionary = {}
func _ready() -> void:
for child in get_children():
_components[child.name] = child
for group in child.get_groups():
_components[group] = child
func get_comp(key: StringName) -> Node:
return _components.get(key)
3. Dependency-Validation
Fail fast with @export asserts, not get_node_or_null paths (paths break when the tree is rearranged).
@export var health_component: HealthComponent
@export var input_component: InputComponent
func _ready() -> void:
assert(health_component != null, "Missing HealthComponent export!")
assert(input_component != null, "Missing InputComponent export!")
MANDATORY for Input/Movement/Health orchestrator recipes and registry depth: orchestrator-recipes.md. Do NOT Load when composition_root_init.gd + one component script suffice.
Performance Note
Nodes are lightweight. Do not fear adding 10-20 nodes per entity. The organizational benefit of Composition vastly outweighs the negligible memory cost of Node instances.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain โ do not preload the whole lattice.
Official Documentation
- Scene organization โ Canonical signal-up / call-down ownership so orchestrators wire components without sibling hard-coupling.
- Nodes and Scenes โ Why Godot treats nodes as reusable building blocks (components) assembled into entity scenes.
- What are Godot classes โ Prefer scene composition and
class_name components over deep inheritance trees for gameplay entities.
- When and how to avoid using nodes for everything โ Keep pure data in Resources; reserve Nodes for lifecycle, signals, and process ticks.
- Logic preferences โ Placement of game logic across scene trees so parents orchestrate and children stay single-purpose.
- Data preferences โ Choose Node vs Resource vs plain data for stats and config that components consume.
- Using signals โ Past-tense component events (
health_depleted, state_changed) parents connect without reverse dependencies.
- GDScript exported properties โ Typed
@export slots for Inspector dependency injection instead of brittle $ paths.
- Scene Unique Nodes โ
%Name lookups that survive scene-tree reorders when wiring composition roots.
- Groups โ Tag components for O(1)-style registry / interface-like lookup without inheritance.
- Godot notifications โ Safe
_ready / enter-tree timing for validating and connecting component dependencies.
- Resources โ Share tunables (max health, speeds) as Resources so components stay reusable across entities.
Related Skills
Prerequisites
- godot-project-foundations โ Scene ownership, project layout, and Inspector wiring conventions every composition root assumes.
- godot-gdscript-mastery โ
class_name, typed @export, Callables, and assert patterns required for typed component APIs.
- godot-signal-architecture โ Signal-up / call-down connect hygiene so selfish components never grab parent scripts.
Complements
- godot-resource-data-patterns โ Stats and effect definitions as Resources; composition nodes own runtime mutation and emit change events.
- godot-state-machine-advanced โ Child-node FSM / VSM patterns that plug in as a StateComponent without bloating the orchestrator.
- godot-input-handling โ Sense-layer InputComponents that only sample actions; parents pass directions into movement components.
- godot-characterbody-2d โ Physics-body movement APIs VelocityComponents and composition roots call via
move_and_slide.
- godot-2d-physics โ Area2D layers/masks and overlap rules HitBox/HurtBox/Interaction components depend on.
- godot-scene-management โ Spawn/despawn entities as composed scenes and re-wire exports when instances are swapped.
Downstream / consumers
- godot-combat-system โ Damage pipelines assemble Health/HitBox/HurtBox components under combat orchestrators.
- godot-ability-system โ Abilities attach as composed workers (cooldowns, targeting) rather than subclassing every caster.
- godot-rpg-stats โ Stat sheets feed Health/StatusEffect components as Resources plus change signals.
- godot-monte-carlo-balancer โ Simulate tunable component exports (HP, damage, speeds) before locking entity kits.
- godot-composition-apps โ Same Has-A node composition applied to tools/apps rather than gameplay entities.
Master
- godot-master โ Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.