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Get Started Free →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.
.claude/skills/dicklesworthstone-godot-gdscript-patterns/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-08 | ✗→✓ | ▲ Improved | 274% | 0% |
| case-11 | ✗→✓ | ▲ Improved | 280% | 0% |
| case-23 | ✓→✗ | ▼ Worse | 207% | 0% |
| case-05 | ✓→✓ | = Same ✓ | 234% | 0% |
| case-06 | ✓→✓ | = Same ✓ | 215% | 0% |
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorizationgdscriptclass_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()
gdscript# state_machine.gd class_name StateMachine extends Node signal state_changed(from_state: StringName, to_state: StringName) @export var initial_state: State var current_state: State var states: Dictionary = {} func _ready() -> void: # Register all State children for child in get_children(): if child is State: states[child.name] = child child.state_machine = self child.process_mode = Node.PROCESS_MODE_DISABLED # Start initial state if initial_state: current_state = initial_state current_state.process_mode = Node.PROCESS_MODE_INHERIT current_state.enter() func _process(delta: float) -> void: if current_state: current_state.update(delta) func _physics_process(delta: float) -> void: if current_state: current_state.physics_update(delta) func _unhandled_input(event: InputEvent) -> void: if current_state: current_state.handle_input(event) func transition_to(state_name: StringName, msg: Dictionary = {}) -> void: if not states.has(state_name): push_error("State '%s' not found" % state_name) return var previous_state := current_state previous_state.exit() previous_state.process_mode = Node.PROCESS_MODE_DISABLED current_state = states[state_name] current_state.process_mode = Node.PROCESS_MODE_INHERIT current_state.enter(msg) state_changed.emit(previous_state.name, current_state.name)
gdscript# state.gd class_name State extends Node var state_machine: StateMachine func enter(_msg: Dictionary = {}) -> void: pass func exit() -> void: pass func update(_delta: float) -> void: pass func physics_update(_delta: float) -> void: pass func handle_input(_event: InputEvent) -> void: pass
gdscript# player_idle.gd class_name PlayerIdle extends State @export var player: Player func enter(_msg: Dictionary = {}) -> void: player.animation.play("idle") func physics_update(_delta: float) -> void: var direction := Input.get_vector("left", "right", "up", "down") if direction != Vector2.ZERO: state_machine.transition_to("Move") func handle_input(event: InputEvent) -> void: if event.is_action_pressed("attack"): state_machine.transition_to("Attack") elif event.is_action_pressed("jump"): state_machine.transition_to("Jump")
gdscript# game_manager.gd (Add to Project Settings > Autoload) extends Node signal game_started signal game_paused(is_paused: bool) signal game_over(won: bool) signal score_changed(new_score: int) enum GameState { MENU, PLAYING, PAUSED, GAME_OVER } var state: GameState = GameState.MENU var score: int = 0: set(value): score = value score_changed.emit(score) var high_score: int = 0 func _ready() -> void: process_mode = Node.PROCESS_MODE_ALWAYS _load_high_score() func _input(event: InputEvent) -> void: if event.is_action_pressed("pause") and state == GameState.PLAYING: toggle_pause() func start_game() -> void: score = 0 state = GameState.PLAYING game_started.emit() func toggle_pause() -> void: var is_paused := state != GameState.PAUSED if is_paused: state = GameState.PAUSED get_tree().paused = true else: state = GameState.PLAYING get_tree().paused = false game_paused.emit(is_paused) func end_game(won: bool) -> void: state = GameState.GAME_OVER if score > high_score: high_score = score _save_high_score() game_over.emit(won) func add_score(points: int) -> void: score += points func _load_high_score() -> void: if FileAccess.file_exists("user://high_score.save"): var file := FileAccess.open("user://high_score.save", FileAccess.READ) high_score = file.get_32() func _save_high_score() -> void: var file := FileAccess.open("user://high_score.save", FileAccess.WRITE) file.store_32(high_score)
gdscript# event_bus.gd (Global signal bus) extends Node # Player events signal player_spawned(player: Node2D) signal player_died(player: Node2D) signal player_health_changed(health: int, max_health: int) # Enemy events signal enemy_spawned(enemy: Node2D) signal enemy_died(enemy: Node2D, position: Vector2) # Item events signal item_collected(item_type: StringName, value: int) signal powerup_activated(powerup_type: StringName) # Level events signal level_started(level_number: int) signal level_completed(level_number: int, time: float) signal checkpoint_reached(checkpoint_id: int)
gdscript# weapon_data.gd class_name WeaponData extends Resource @export var name: StringName @export var damage: int @export var attack_speed: float @export var range: float @export_multiline var description: String @export var icon: Texture2D @export var projectile_scene: PackedScene @export var sound_attack: AudioStream
gdscript# character_stats.gd class_name CharacterStats extends Resource signal stat_changed(stat_name: StringName, new_value: float) @export var max_health: float = 100.0 @export var attack: float = 10.0 @export var defense: float = 5.0 @export var speed: float = 200.0 # Runtime values (not saved) var _current_health: float func _init() -> void: _current_health = max_health func get_current_health() -> float: return _current_health func take_damage(amount: float) -> float: var actual_damage := maxf(amount - defense, 1.0) _current_health = maxf(_current_health - actual_damage, 0.0) stat_changed.emit("health", _current_health) return actual_damage func heal(amount: float) -> void: _current_health = minf(_current_health + amount, max_health) stat_changed.emit("health", _current_health) func duplicate_for_runtime() -> CharacterStats: var copy := duplicate() as CharacterStats copy._current_health = copy.max_health return copy
gdscript# Using resources class_name Character extends CharacterBody2D @export var base_stats: CharacterStats @export var weapon: WeaponData var stats: CharacterStats func _ready() -> void: # Create runtime copy to avoid modifying the resource stats = base_stats.duplicate_for_runtime() stats.stat_changed.connect(_on_stat_changed) func attack() -> void: if weapon: print("Attacking with %s for %d damage" % [weapon.name, weapon.damage]) func _on_stat_changed(stat_name: StringName, value: float) -> void: if stat_name == "health" and value <= 0: die()
gdscript# object_pool.gd class_name ObjectPool extends Node @export var pooled_scene: PackedScene @export var initial_size: int = 10 @export var can_grow: bool = true var _available: Array[Node] = [] var _in_use: Array[Node] = [] func _ready() -> void: _initialize_pool() func _initialize_pool() -> void: for i in initial_size: _create_instance() func _create_instance() -> Node: var instance := pooled_scene.instantiate() instance.process_mode = Node.PROCESS_MODE_DISABLED instance.visible = false add_child(instance) _available.append(instance) # Connect return signal if exists if instance.has_signal("returned_to_pool"): instance.returned_to_pool.connect(_return_to_pool.bind(instance)) return instance func get_instance() -> Node: var instance: Node if _available.is_empty(): if can_grow: instance = _create_instance() _available.erase(instance) else: push_warning("Pool exhausted and cannot grow") return null else: instance = _available.pop_back() instance.process_mode = Node.PROCESS_MODE_INHERIT instance.visible = true _in_use.append(instance) if instance.has_method("on_spawn"): instance.on_spawn() return instance func _return_to_pool(instance: Node) -> void: if not instance in _in_use: return _in_use.erase(instance) if instance.has_method("on_despawn"): instance.on_despawn() instance.process_mode = Node.PROCESS_MODE_DISABLED instance.visible = false _available.append(instance) func return_all() -> void: for instance in _in_use.duplicate(): _return_to_pool(instance)
gdscript# pooled_bullet.gd class_name PooledBullet extends Area2D signal returned_to_pool @export var speed: float = 500.0 @export var lifetime: float = 5.0 var direction: Vector2 var _timer: float func on_spawn() -> void: _timer = lifetime func on_despawn() -> void: direction = Vector2.ZERO func initialize(pos: Vector2, dir: Vector2) -> void: global_position = pos direction = dir.normalized() rotation = direction.angle() func _physics_process(delta: float) -> void: position += direction * speed * delta _timer -= delta if _timer <= 0: returned_to_pool.emit() func _on_body_entered(body: Node2D) -> void: if body.has_method("take_damage"): body.take_damage(10) returned_to_pool.emit()
gdscript# health_component.gd class_name HealthComponent extends Node signal health_changed(current: int, maximum: int) signal damaged(amount: int, source: Node) signal healed(amount: int) signal died @export var max_health: int = 100 @export var invincibility_time: float = 0.0 var current_health: int: set(value): var old := current_health current_health = clampi(value, 0, max_health) if current_health != old: health_changed.emit(current_health, max_health) var _invincible: bool = false func _ready() -> void: current_health = max_health func take_damage(amount: int, source: Node = null) -> int: if _invincible or current_health <= 0: return 0 var actual := mini(amount, current_health) current_health -= actual damaged.emit(actual, source) if current_health <= 0: died.emit() elif invincibility_time > 0: _start_invincibility() return actual func heal(amount: int) -> int: var actual := mini(amount, max_health - current_health) current_health += actual if actual > 0: healed.emit(actual) return actual func _start_invincibility() -> void: _invincible = true await get_tree().create_timer(invincibility_time).timeout _invincible = false
gdscript# hitbox_component.gd class_name HitboxComponent extends Area2D signal hit(hurtbox: HurtboxComponent) @export var damage: int = 10 @export var knockback_force: float = 200.0 var owner_node: Node func _ready() -> void: owner_node = get_parent() area_entered.connect(_on_area_entered) func _on_area_entered(area: Area2D) -> void: if area is HurtboxComponent: var hurtbox := area as HurtboxComponent if hurtbox.owner_node != owner_node: hit.emit(hurtbox) hurtbox.receive_hit(self)
gdscript# hurtbox_component.gd class_name HurtboxComponent extends Area2D signal hurt(hitbox: HitboxComponent) @export var health_component: HealthComponent var owner_node: Node func _ready() -> void: owner_node = get_parent() func receive_hit(hitbox: HitboxComponent) -> void: hurt.emit(hitbox) if health_component: health_component.take_damage(hitbox.damage, hitbox.owner_node)
gdscript# scene_manager.gd (Autoload) extends Node signal scene_loading_started(scene_path: String) signal scene_loading_progress(progress: float) signal scene_loaded(scene: Node) signal transition_started signal transition_finished @export var transition_scene: PackedScene @export var loading_scene: PackedScene var _current_scene: Node var _transition: CanvasLayer var _loader: ResourceLoader func _ready() -> void: _current_scene = get_tree().current_scene if transition_scene: _transition = transition_scene.instantiate() add_child(_transition) _transition.visible = false func change_scene(scene_path: String, with_transition: bool = true) -> void: if with_transition: await _play_transition_out() _load_scene(scene_path) func change_scene_packed(scene: PackedScene, with_transition: bool = true) -> void: if with_transition: await _play_transition_out() _swap_scene(scene.instantiate()) func _load_scene(path: String) -> void: scene_loading_started.emit(path) # Check if already loaded if ResourceLoader.has_cached(path): var scene := load(path) as PackedScene _swap_scene(scene.instantiate()) return # Async loading ResourceLoader.load_threaded_request(path) while true: var progress := [] var status := ResourceLoader.load_threaded_get_status(path, progress) match status: ResourceLoader.THREAD_LOAD_IN_PROGRESS: scene_loading_progress.emit(progress[0]) await get_tree().process_frame ResourceLoader.THREAD_LOAD_LOADED: var scene := ResourceLoader.load_threaded_get(path) as PackedScene _swap_scene(scene.instantiate()) return _: push_error("Failed to load scene: %s" % path) return func _swap_scene(new_scene: Node) -> void: if _current_scene: _current_scene.queue_free() _current_scene = new_scene get_tree().root.add_child(_current_scene) get_tree().current_scene = _current_scene scene_loaded.emit(_current_scene) await _play_transition_in() func _play_transition_out() -> void: if not _transition: return transition_started.emit() _transition.visible = true if _transition.has_method("transition_out"): await _transition.transition_out() else: await get_tree().create_timer(0.3).timeout func _play_transition_in() -> void: if not _transition: transition_finished.emit() return if _transition.has_method("transition_in"): await _transition.transition_in() else: await get_tree().create_timer(0.3).timeout _transition.visible = false transition_finished.emit()
gdscript# save_manager.gd (Autoload) extends Node const SAVE_PATH := "user://savegame.save" const ENCRYPTION_KEY := "your_secret_key_here" signal save_completed signal load_completed signal save_error(message: String) func save_game(data: Dictionary) -> void: var file := FileAccess.open_encrypted_with_pass( SAVE_PATH, FileAccess.WRITE, ENCRYPTION_KEY ) if file == null: save_error.emit("Could not open save file") return var json := JSON.stringify(data) file.store_string(json) file.close() save_completed.emit() func load_game() -> Dictionary: if not FileAccess.file_exists(SAVE_PATH): return {} var file := FileAccess.open_encrypted_with_pass( SAVE_PATH, FileAccess.READ, ENCRYPTION_KEY ) if file == null: save_error.emit("Could not open save file") return {} var json := file.get_as_text() file.close() var parsed := JSON.parse_string(json) if parsed == null: save_error.emit("Could not parse save data") return {} load_completed.emit() return parsed func delete_save() -> void: if FileAccess.file_exists(SAVE_PATH): DirAccess.remove_absolute(SAVE_PATH) func has_save() -> bool: return FileAccess.file_exists(SAVE_PATH)
gdscript# saveable.gd (Attach to saveable nodes) class_name Saveable extends Node @export var save_id: String func _ready() -> void: if save_id.is_empty(): save_id = str(get_path()) func get_save_data() -> Dictionary: var parent := get_parent() var data := {"id": save_id} if parent is Node2D: data["position"] = {"x": parent.position.x, "y": parent.position.y} if parent.has_method("get_custom_save_data"): data.merge(parent.get_custom_save_data()) return data func load_save_data(data: Dictionary) -> void: var parent := get_parent() if data.has("position") and parent is Node2D: parent.position = Vector2(data.position.x, data.position.y) if parent.has_method("load_custom_save_data"): parent.load_custom_save_data(data)
gdscript# 1. Cache node references @onready var sprite := $Sprite2D # Good # $Sprite2D in _process() # Bad - repeated lookup # 2. Use object pooling for frequent spawning # See Pattern 4 # 3. Avoid allocations in hot paths var _reusable_array: Array = [] func _process(_delta: float) -> void: _reusable_array.clear() # Reuse instead of creating new # 4. Use static typing func calculate(value: float) -> float: # Good return value * 2.0 # 5. Disable processing when not needed func _on_off_screen() -> void: set_process(false) set_physics_process(false)
get_node() in loops - Cache references| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-05 | pass→pass | 12,703 | 11,108 | -13% | 1 | 1 | 0% | 2,420 | 8,092 | +234% | 0 | 0 | — |
case-06 | pass→pass | 12,592 | 11,312 | -10% | 1 | 1 | 0% | 2,534 | 7,976 | +215% | 0 | 0 | — |
case-01 | fail→fail | 41,719 | 25,270 | -39% | 1 | 1 | 0% | 5,988 | 9,720 | +62% | 0 | 0 | — |
case-02 | fail→fail | 19,544 | 13,331 | -32% | 1 | 1 | 0% | 3,610 | 8,451 | +134% | 0 | 0 | — |
case-03 | fail→fail | 23,740 | 26,684 | +12% | 1 | 1 | 0% | 4,571 | 11,336 | +148% | 0 | 0 | — |
case-04 | fail→fail | 15,141 | 10,765 | -29% | 1 | 1 | 0% | 2,199 | 7,874 | +258% | 0 | 0 | — |
case-07 | pass→pass | 13,467 | 9,242 | -31% | 1 | 1 | 0% | 2,486 | 7,594 | +205% | 0 | 0 | — |
case-08 | fail→pass | 11,205 | 10,709 | -4% | 1 | 1 | 0% | 2,115 | 7,913 | +274% | 0 | 0 | — |
case-09 | pass→pass | 12,920 | 10,260 | -21% | 1 | 1 | 0% | 2,226 | 7,499 | +237% | 0 | 0 | — |
case-10 | pass→pass | 4,669 | 5,858 | +25% | 1 | 1 | 0% | 831 | 6,857 | +725% | 0 | 0 | — |
case-11 | fail→pass | 10,019 | 8,922 | -11% | 1 | 1 | 0% | 2,000 | 7,597 | +280% | 0 | 0 | — |
case-12 | pass→pass | 12,452 | 12,015 | -4% | 1 | 1 | 0% | 2,641 | 8,338 | +216% | 0 | 0 | — |
case-13 | fail→fail | 9,915 | 8,380 | -15% | 1 | 1 | 0% | 1,597 | 7,404 | +364% | 0 | 0 | — |
case-14 | pass→pass | 5,723 | 5,258 | -8% | 1 | 1 | 0% | 1,102 | 6,708 | +509% | 0 | 0 | — |
case-15 | pass→pass | 7,091 | 5,644 | -20% | 1 | 1 | 0% | 1,493 | 6,854 | +359% | 0 | 0 | — |
case-16 | pass→pass | 14,531 | 15,415 | +6% | 1 | 1 | 0% | 2,824 | 8,667 | +207% | 0 | 0 | — |
case-17 | pass→pass | 8,846 | 7,956 | -10% | 1 | 1 | 0% | 1,675 | 7,167 | +328% | 0 | 0 | — |
case-18 | pass→pass | 14,331 | 8,300 | -42% | 1 | 1 | 0% | 2,605 | 7,566 | +190% | 0 | 0 | — |
case-19 | pass→pass | 10,525 | 6,002 | -43% | 1 | 1 | 0% | 2,128 | 7,125 | +235% | 0 | 0 | — |
case-20 | pass→pass | 16,088 | 15,806 | -2% | 1 | 1 | 0% | 3,251 | 8,861 | +173% | 0 | 0 | — |
case-21 | pass→pass | 6,843 | 6,599 | -4% | 1 | 1 | 0% | 1,304 | 6,953 | +433% | 0 | 0 | — |
case-22 | pass→pass | 19,060 | 18,587 | -2% | 1 | 1 | 0% | 2,973 | 8,839 | +197% | 0 | 0 | — |
case-23 | pass→fail | 11,571 | 10,817 | -7% | 1 | 1 | 0% | 2,506 | 7,689 | +207% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 23 cases were attempted. The headline lift of +4 percentage points is the difference between those two pass rates over the 23 comparable cases. 1 case got worse with the skill loaded, and it is included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.