| 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. |
Godot Composition Architecture
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).
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).
The "Orchestrator" pattern for wiring and connecting components in a parent node.
NEVER Do in Composition
- NEVER use deep inheritance chains (e.g.,
Player > Entity > LivingThing > Node) — Creates brittle "God Classes" that are hard to refactor [21].
- NEVER use
get_node() or $ for components — This breaks if the scene tree is rearranged. Always use @export or %UniqueNames [22].
- NEVER let a component reference its parent script directly — This makes the component impossible to reuse. Use signals or dependency injection [23].
- NEVER mix Input, Physics, and Game Logic in one script — This violates Single Responsibility. Split them into specialized components [24, 13].
- NEVER create components that require a specific SceneTree structure — A component should be "selfish" and only care about its own properties and direct children.
- NEVER use inheritance to "add a feature" — If you want an enemy to shoot, add a
ShootingComponent, don't make it inherit from ShooterEnemy.
- NEVER hardcode component dependencies — If
CombatComponent needs HealthComponent, look it up in _ready() or inject it via the parent [11].
- NEVER treat Godot nodes as pure data — Nodes provide lifecycle (
_process) and signals. If you only need data, use a Resource.
- NEVER ignore the Node lifecycle in components — Use
_enter_tree() and _exit_tree() for setup/cleanup that must happen regardless of the parent's state.
- NEVER hide component points of access — 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
The Input Component (The Senses)
Responsibility: Read hardware state. Store it. Do NOT act on it.
State: move_dir, jump_pressed, attack_just_pressed.
class_name InputComponent extends Node
var move_dir: Vector2
var jump_pressed: bool
func update() -> void:
# Called by Orchestrator every frame
move_dir = Input.get_vector("left", "right", "up", "down")
jump_pressed = Input.is_action_just_pressed("jump")
The Movement Component (The Legs)
Responsibility: Manipulate physics body. Handle velocity/gravity.
Constraint: Requires a reference to the physics body it moves.
class_name MovementComponent extends Node
@export var body: CharacterBody3D # The thing we move
@export var speed: float = 8.0
@export var jump_velocity: float = 12.0
func tick(delta: float, direction: Vector2, wants_jump: bool) -> void:
if not body: return
# Handle Gravity
if not body.is_on_floor():
body.velocity.y -= 9.8 * delta
# Handle Movement
if direction:
body.velocity.x = direction.x * speed
body.velocity.z = direction.y * speed # 3D conversion
else:
body.velocity.x = move_toward(body.velocity.x, 0, speed)
body.velocity.z = move_toward(body.velocity.z, 0, speed)
# Handle Jump
if wants_jump and body.is_on_floor():
body.velocity.y = jump_velocity
body.move_and_slide()
The Health Component (The Life)
Responsibility: Manage HP, Clamp values, Signal changes.
Context Agnostic: Can be put on a Player, Enemy, or a Wooden Crate.
class_name HealthComponent extends Node
signal died
signal health_changed(current, max)
@export var max_health: float = 100.0
var current_health: float
func _ready():
current_health = max_health
func damage(amount: float):
current_health = clamp(current_health - amount, 0, max_health)
health_changed.emit(current_health, max_health)
if current_health == 0:
died.emit()
The Orchestrator (Putting it Together)
The Orchestrator (player.gd) binds the components in the _physics_process. It acts as the bridge.
class_name Player extends CharacterBody3D
@onready var input: InputComponent = %InputComponent
@onready var move: MovementComponent = %MovementComponent
@onready var health: HealthComponent = %HealthComponent
func _ready():
# Connect signals (The ears)
health.died.connect(_on_death)
func _physics_process(delta):
# 1. Update Senses
input.update()
# 2. Pass Data to Workers (State Management)
# The Player script decides that "Input Direction" maps to "Movement Direction"
move.tick(delta, input.move_dir, input.jump_pressed)
func _on_death():
queue_free()
Expert Composition Patterns
1. State-Component Pattern (FSM)
Encapsulate complex behaviors into child nodes that act as states. The parent StateMachine component delegates lifecycle calls to the active child [4, 6].
class_name StateMachine extends Node
@export var initial_state: Node
@onready var _state: Node = initial_state
func _ready() -> void:
if _state.has_method("enter"): _state.enter()
func _physics_process(delta: float) -> void:
if _state.has_method("physics_process"):
_state.physics_process(delta)
func transition_to(target_state_path: NodePath) -> void:
if _state.has_method("exit"): _state.exit()
_state = get_node(target_state_path)
if _state.has_method("enter"): _state.enter()
2. Component-Registry (O(1) Lookup)
Avoid slow tree traversal (get_node) for sibling communication. The Orchestrator catalogs children in a Dictionary for instant access [3, 13].
# Inside the Orchestrator (e.g. Entity.gd)
var _components: Dictionary = {}
func _ready() -> void:
for child in get_children():
_components[child.name] = child
# Or register by group for interface-like access
for group in child.get_groups():
_components[group] = child
### 3. Dependency-Validation
Ensure critical components are present before execution. Use `assert()` in `_ready()` to fail fast during development if a required component is missing [7, 8].
```gdscript
# Inside Orchestrator
func _ready() -> void:
assert(get_node_or_null("HealthComponent") != null, "Missing HealthComponent!")
assert(get_node_or_null("InputComponent") != null, "Missing InputComponent!")
func get_comp(key: StringName) -> Node:
return _components.get(key)
## 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
- Master Skill: [godot-master](../godot-master/SKILL.md)