thedivergentai/gd-agentic-skills15 files

Godot Composition

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.

Specification
Skill ID
thedivergentai/gd-agentic-skills/godot-composition
Publisher
thedivergentai
Repository
gd-agentic-skills
Installs
0
Files
15
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

thedivergentai/gd-agentic-skills/godot-compositionInstalls these files
  • SKILL.md
  • references/migration-notes.md
  • references/orchestrator-recipes.md
  • resources/health_component.gd
  • resources/hitbox_component.gd
  • scripts/composition_root_init.gd
  • scripts/follower_component.gd
  • scripts/health_component.gd
  • scripts/hit_box_component.gd
  • scripts/hurt_box_component.gd
  • scripts/interaction_component.gd
  • scripts/state_component_vsm.gd
  • scripts/status_effect_component.gd
  • scripts/velocity_component.gd
  • scripts/visual_sync_component.gd

What this skill tells the agent

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

  1. Single Responsibility: One script = One job.
  2. Encapsulation: Components are "selfish." They handle their internal logic but don't know who owns them.
  3. The Orchestrator: The root script (e.g., player.gd) does no logic. It only manages state and passes data between components.
  4. Decoupling: Components communicate via Signals (up) and Methods (down).

Decision Tree — Composition vs Autoload vs Inheritance

SituationChoose
Gameplay entity behaviors (HP, hitbox, move, interact)Composition — child components + orchestrator (composition_root_init.gd)
Cross-scene services (audio bus, save, net, economy ledger)Autoload — not a component on the player
True is-a engine specialization (custom Control/Node with shared lifecycle)Inheritance exception — rare; never for "adds a gun" / "adds HP"

Available Scripts

health_component.gd

Specialized Node for managing lifespan, damage logic, and death signals across any entity.

hit_box_component.gd

Area-based component for intercepting damage and delegating it to a HealthComponent.

hurt_box_component.gd

Area-based component for dealing damage specifically to HitBoxComponents.

velocity_component.gd

Encapsulated movement and acceleration logic for reuse across Players and Enemies.

interaction_component.gd

Decoupled interaction handler using injecting Callable logic for context-aware actions.

follower_component.gd

Decoupled tracking logic using NodePath injection for smooth entity following.

state_component_vsm.gd

Component-based state machine pattern using child nodes as individual states.

status_effect_component.gd

Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.

visual_sync_component.gd

Separating logical state (velocity/direction) from visual representation (sprite flipping).

composition_root_init.gd

MANDATORY first read — Orchestrator wiring via typed @export (Inspector / %UniqueNames in the scene). Matches NEVER: no $ / get_node for components.

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 — Use Scripts

Inline Input/Movement/Health recipes removed. MANDATORY: start from composition_root_init.gd, then load the matching script:
  • Health / death: health_component.gd
  • Damage areas: hit_box_component.gd, hurt_box_component.gd
  • Motion: velocity_component.gd
  • Interact / follow / VFX sync: interaction_component.gd, follower_component.gd, visual_sync_component.gd
  • States / statuses: state_component_vsm.gd, status_effect_component.gd

Typed @export wiring stays under Implementation Standards above.

Expert Composition Patterns

1. State-Component Pattern (FSM)

Encapsulate complex behaviors into child nodes that act as states. The parent StateComponent delegates lifecycle calls to the active child [4, 6].

MANDATORY: Read state_component_vsm.gd — do not paste an inline StateMachine. For deeper VSM / hierarchical FSMs, open godot-state-machine-advanced.

2. Component-Registry (O(1) Lookup)

Avoid slow tree traversal for sibling communication. Catalog children in a Dictionary at ready (by name or group).

var _components: Dictionary = {}

func _ready() -> void:
    for child in get_children():
        _components[child.name] = child
        for group in child.get_groups():
            _components[group] = child

func get_comp(key: StringName) -> Node:
    return _components.get(key)

3. Dependency-Validation

Fail fast with `@export` asserts, not get_node_or_null paths (paths break when the tree is rearranged).

@export var health_component: HealthComponent
@export var input_component: InputComponent

func _ready() -> void:
    assert(health_component != null, "Missing HealthComponent export!")
    assert(input_component != null, "Missing InputComponent export!")

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