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.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-composition
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).
player.gd) does no logic. It only manages state and passes data between components.| 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" |
Specialized Node for managing lifespan, damage logic, and death signals across any entity.
Area-based component for intercepting damage and delegating it to a HealthComponent.
Area-based component for dealing damage specifically to HitBoxComponents.
Encapsulated movement and acceleration logic for reuse across Players and Enemies.
Decoupled interaction handler using injecting Callable logic for context-aware actions.
Decoupled tracking logic using NodePath injection for smooth entity following.
Component-based state machine pattern using child nodes as individual states.
Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.
Separating logical state (velocity/direction) from visual representation (sprite flipping).
MANDATORY first read — Orchestrator wiring via typed @export (Inspector / %UniqueNames in the scene). Matches NEVER: no $ / get_node for components.
Player > Entity > LivingThing > Node) — Creates brittle "God Classes" that are hard to refactor [21].get_node() or $ for components — This breaks if the scene tree is rearranged. Always use @export or %UniqueNames [22].ShootingComponent, don't make it inherit from ShooterEnemy.CombatComponent needs HealthComponent, look it up in _ready() or inject it via the parent [11]._process) and signals. If you only need data, use a Resource._enter_tree() and _exit_tree() for setup/cleanup that must happen regardless of the parent's state.NodePath or Callable properties so the parent can wire the component in the Inspector [13].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.
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
> Inline Input/Movement/Health recipes removed. MANDATORY: start from composition_root_init.gd, then load the matching script:
Typed @export wiring stays under Implementation Standards above.
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.
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)
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.
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.
> 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.
class_name components over deep inheritance trees for gameplay entities.health_depleted, state_changed) parents connect without reverse dependencies.@export slots for Inspector dependency injection instead of brittle $ paths.%Name lookups that survive scene-tree reorders when wiring composition roots._ready / enter-tree timing for validating and connecting component dependencies.class_name, typed @export, Callables, and assert patterns required for typed component APIs.move_and_slide.A set of resources to help me write all kinds of internal communications, using the formats that my company likes to use. Claude should use this skill whenever asked to write some sort of internal communications (status reports, leadership updates, 3P updates, company newsletters, FAQs, incident reports, project updates, etc.).
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Transforms vague UI ideas into polished, Stitch-optimized prompts. Enhances specificity, adds UI/UX keywords, injects design system context, and structures output for better generation results.
Take thedivergentai/godot-composition from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.