mcpbeat

Godot Composition

thedivergentai/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.

9k tokens
context cost
the whole folder, loaded on every use
14
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-composition

The instruction itself

33 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Godot Composition Architecture

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

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

Decision Tree — Composition vs Autoload vs Inheritance

| Situation | Choose |

|-----------|--------|

| 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!")

> MANDATORY for Input/Movement/Health orchestrator recipes and registry depth: orchestrator-recipes.md. Do NOT Load when composition_root_init.gd + one component script suffice.

Performance Note

Nodes are lightweight. Do not fear adding 10-20 nodes per entity. The organizational benefit of Composition vastly outweighs the negligible memory cost of Node instances.

Reference

> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Scene organization — Canonical signal-up / call-down ownership so orchestrators wire components without sibling hard-coupling.
  • Nodes and Scenes — Why Godot treats nodes as reusable building blocks (components) assembled into entity scenes.
  • What are Godot classes — Prefer scene composition and class_name components over deep inheritance trees for gameplay entities.
  • When and how to avoid using nodes for everything — Keep pure data in Resources; reserve Nodes for lifecycle, signals, and process ticks.
  • Logic preferences — Placement of game logic across scene trees so parents orchestrate and children stay single-purpose.
  • Data preferences — Choose Node vs Resource vs plain data for stats and config that components consume.
  • Using signals — Past-tense component events (health_depleted, state_changed) parents connect without reverse dependencies.
  • GDScript exported properties — Typed @export slots for Inspector dependency injection instead of brittle $ paths.
  • Scene Unique Nodes%Name lookups that survive scene-tree reorders when wiring composition roots.
  • Groups — Tag components for O(1)-style registry / interface-like lookup without inheritance.
  • Godot notifications — Safe _ready / enter-tree timing for validating and connecting component dependencies.
  • Resources — Share tunables (max health, speeds) as Resources so components stay reusable across entities.
Prerequisites
  • godot-project-foundations — Scene ownership, project layout, and Inspector wiring conventions every composition root assumes.
  • godot-gdscript-masteryclass_name, typed @export, Callables, and assert patterns required for typed component APIs.
  • godot-signal-architecture — Signal-up / call-down connect hygiene so selfish components never grab parent scripts.
Complements
  • godot-resource-data-patterns — Stats and effect definitions as Resources; composition nodes own runtime mutation and emit change events.
  • godot-state-machine-advanced — Child-node FSM / VSM patterns that plug in as a StateComponent without bloating the orchestrator.
  • godot-input-handling — Sense-layer InputComponents that only sample actions; parents pass directions into movement components.
  • godot-characterbody-2d — Physics-body movement APIs VelocityComponents and composition roots call via move_and_slide.
  • godot-2d-physics — Area2D layers/masks and overlap rules HitBox/HurtBox/Interaction components depend on.
  • godot-scene-management — Spawn/despawn entities as composed scenes and re-wire exports when instances are swapped.
Downstream / consumers
  • godot-combat-system — Damage pipelines assemble Health/HitBox/HurtBox components under combat orchestrators.
  • godot-ability-system — Abilities attach as composed workers (cooldowns, targeting) rather than subclassing every caster.
  • godot-rpg-stats — Stat sheets feed Health/StatusEffect components as Resources plus change signals.
  • godot-monte-carlo-balancer — Simulate tunable component exports (HP, damage, speeds) before locking entity kits.
  • godot-composition-apps — Same Has-A node composition applied to tools/apps rather than gameplay entities.
Master
  • godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting architecture concern.

How to use it

Copy the folder

Take thedivergentai/godot-composition from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.