
Solid patterns for anyone building games in Godot 4 who wants to write maintainable GDScript instead of spaghetti code. Shows you proper state machine architecture, signal-based communication, and resource management patterns that actually scale beyond prototypes. The autoload singleton examples are especially useful for game managers and event buses. Covers the specific GDScript syntax you need like @export decorators, @onready variables, and proper typing. If you're coming from other engines or just starting with Godot, this will save you from common architectural mistakes that make refactoring painful later.
$ npx -y skills add wshobson/agents --skill godot-gdscript-patterns --agent claude-codeInstalls into .claude/skills of the current project.
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 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.
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