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godot-game-loop-collection
Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
メニュー
Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animation_finished, animation_looped, frame_changed, frame_progress, set_frame_and_progress, cutout animation, skeletal 2D, Bone2D, procedural animation, animation state machine, advance(0).
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collision_layer, collision_mask, set_collision_layer_value, set_collision_mask_value, Area2D, body_entered, body_exited, RayCast2D, force_raycast_update, PhysicsPointQueryParameters2D, PhysicsShapeQueryParameters2D, direct_space_state, move_and_collide, move_and_slide.
Expert patterns for Godot 3D lighting including DirectionalLight3D shadow cascades, OmniLight3D attenuation, SpotLight3D projectors, VoxelGI vs SDFGI, and LightmapGI baking. Use when implementing realistic 3D lighting, shadow optimization, global illumination, or light probes. Trigger keywords: DirectionalLight3D, OmniLight3D, SpotLight3D, shadow_enabled, directional_shadow_mode, directional_shadow_split, omni_range, omni_attenuation, spot_range, spot_angle, VoxelGI, SDFGI, LightmapGI, ReflectionProbe, Environment, WorldEnvironment.
Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.
Expert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, WorldEnvironment setup, ProceduralSkyMaterial, and volumetric fog. Use when building 3D levels, modular tilesets, BSP-style geometry, or environmental effects. Trigger keywords: GridMap, MeshLibrary, set_cell_item, get_cell_item, map_to_local, local_to_map, CSGCombiner3D, CSGBox3D, CSGSphere3D, CSGPolygon3D, WorldEnvironment, Environment, Sky, ProceduralSkyMaterial, PanoramaSkyMaterial, fog_enabled, volumetric_fog_enabled.
Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
| name | godot-game-loop-collection |
| description | Use when implementing collection quests, scavenger hunts, or "find all X" objectives. |
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).
queue_free() to safely dispose of it at the end of the frame._physics_process() to stay synced with the engine's fixed timestep.load() on a huge scene stalls the main thread. Use ResourceLoader.load_threaded_request().is_equal_approx() or relative comparisons.call_deferred() to push results back to the main thread._ready() executes from bottom-to-top. If you need child references, use @onready or await ready.connect("signal", _on_func). Use the Signal object syntax (signal.connect(_on_func)) for compile-time validation._unhandled_input() callback to cleanly intercept events without wasting CPU cycles in _process().Marker3D or CollisionShape3D nodes in the scene so designers can adjust layout without touching code.queue_free() feels dry. Always spawn particles or play a sound before removal.CollectionManager and emit signals to update the UI.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.
Spatial radar for pointing towards the nearest collectible using vector math.
To ensure progress survives restarts, use FileAccess to store data in user://.
func save_progress(data: Dictionary):
var file = FileAccess.open("user://save.dat", FileAccess.WRITE)
file.store_var(data) # Binary serialization for performance
func load_progress() -> Dictionary:
if not FileAccess.file_exists("user://save.dat"): return {}
var file = FileAccess.open("user://save.dat", FileAccess.READ)
return file.get_var()
Display uncollected items as silhouettes without extra textures by using modulate.
ItemList or TextureRect grid.modulate = Color(0, 0, 0, 0.5) for locked items.modulate = Color(1, 1, 1, 1) once collected.