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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.
// 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.
Conduct WCAG 2.2 accessibility audits with automated testing, manual verification, and remediation guidance. Use when auditing websites for accessibility, fixing WCAG violations, or implementing accessible design patterns.
Create production-ready FastAPI projects with async patterns, dependency injection, and comprehensive error handling. Use when building new FastAPI applications or setting up backend API projects.
Master REST and GraphQL API design principles to build intuitive, scalable, and maintainable APIs that delight developers. Use when designing new APIs, reviewing API specifications, or establishing API design standards.
Implement proven backend architecture patterns including Clean Architecture, Hexagonal Architecture, and Domain-Driven Design. Use this skill when designing clean architecture for a new microservice, when refactoring a monolith to use bounded contexts, when implementing hexagonal or onion architecture patterns, or when debugging dependency cycles between application layers.
Implement Command Query Responsibility Segregation for scalable architectures. Use when separating read and write models, optimizing query performance, or building event-sourced systems.
Design and implement event stores for event-sourced systems. Use when building event sourcing infrastructure, choosing event store technologies, or implementing event persistence patterns.
| 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. |
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
Node: Base building block
āāā Scene: Reusable node tree (saved as .tscn)
āāā Resource: Data container (saved as .tres)
āāā Signal: Event communication
āāā Group: Node categorization
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 pattern documentation lives in references/details.md. Read that file when the navigation tier above is insufficient.