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godot-gdscript-patterns — Claude Code skill

A skill for building Godot 4.x games with GDScript, covering scenes, signals, state management, and architecture. Useful when implementing game systems.

Install into Claude Code · Plugin marketplace All methods and platforms ↓
/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflows
Open on GitHub

What godot-gdscript-patterns does

godot-gdscript-patterns guides Godot 4.x development with GDScript. It covers scenes, resources, signals, and node groups, then applies those ideas to game systems, scene architecture, state management, and GDScript performance.

The skill includes code examples for CharacterBody2D, signals, exported properties, movement, and damage handling. More detailed pattern notes live in references/details.md, which is the next file to read when the short guidance is not enough. It is available for Claude Code, Codex, and Cursor.

Install it when you are building a Godot game and want concrete GDScript patterns to shape the project. It is a poor fit for work outside Godot.

What it helps with

  • design a reusable Godot scene architecture
  • connect game nodes with signals
  • organize game state with clear patterns
  • implement movement and damage handling in GDScript
  • review GDScript performance choices

Example prompts for the agent

  • Design a player scene for Godot 4.x and explain which nodes it should use.
  • Write `CharacterBody2D` movement with health signals and death handling in GDScript.
  • Review my game state architecture and suggest a suitable pattern.

How to install godot-gdscript-patterns

1Plugin marketplace

/plugin marketplace add wshobson/agents
/plugin install game-development@claude-code-workflows

This installs the whole game-development plugin with all its skills

2Skills CLI (Vercel)

npx skills add wshobson/agents --skill godot-gdscript-patterns -a claude-code

3Manually: put the files in place

~/.claude/skills/godot-gdscript-patterns/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/godot-gdscript-patterns/

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Questions about godot-gdscript-patterns

How do I install godot-gdscript-patterns in Claude Code?

Run npx skills add wshobson/agents --skill godot-gdscript-patterns -a claude-code. The installed skill file is at ~/.claude/skills/godot-gdscript-patterns/SKILL.md.

What does godot-gdscript-patterns do?

It provides GDScript patterns for Godot 4.x game development. The guidance covers scenes, signals, game state, and the structure of game systems.

Which platforms support this skill?

The skill supports Claude Code, Codex, and Cursor. Each platform has its own installation command and skill file path.

Source text

SKILL.md · MIT
---
name: godot-gdscript-patterns
description: 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.
---

# Godot GDScript Patterns

Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.

## When to Use This Skill

- Building games with Godot 4
- Implementing game systems in GDScript
- Designing scene architecture
- Managing game state
- Optimizing GDScript performance
- Learning Godot best practices

## Core Concepts

### 1. Godot Architecture

```
Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorization
```

### 2. GDScript Basics

```gdscript
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 patterns and worked examples

Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.

© Seth Hobson · MIT · wshobson/agents

See also

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