skills/thedivergentai/gd-agentic-skills/godot-game-loop-collection

godot-game-loop-collection

Installation
SKILL.md

Collection Game Loops

Overview

This skill provides a standardized framework for "Collection Loops" – gameplay objectives where the player must find and gather a specific set of items (e.g., hidden eggs, data logs, coins).

NEVER Do

  • NEVER use free() to destroy an active state node or level — This can cause crashes if the node is still processing. Always use queue_free() to safely dispose of it at the end of the frame.
  • NEVER calculate physics-dependent game state in _process() — Movement and precise collisions must happen in _physics_process() to stay synced with the engine's fixed timestep.
  • NEVER execute heavy state transitions (like loading massive levels) synchronously — Calling load() on a huge scene stalls the main thread. Use ResourceLoader.load_threaded_request().
  • NEVER use exact floating-point equality (==) for time-based states — Floating-point errors will eventually cause missed triggers. Use is_equal_approx() or relative comparisons.
  • NEVER manipulate the active SceneTree from a background thread — The SceneTree is not thread-safe. Use call_deferred() to push results back to the main thread.
  • NEVER rely on a monolithic "GameManager" with hardcoded absolute paths — This creates tight coupling. Use groups, signals, and exported references for a modular architecture.
  • NEVER assume child nodes are ready before their parent_ready() executes from bottom-to-top. If you need child references, use @onready or await ready.
  • NEVER use string-based signals for critical state transitions — Avoid connect("signal", _on_func). Use the Signal object syntax (signal.connect(_on_func)) for compile-time validation.
  • NEVER poll for input state every frame for discrete menu events — Use the _unhandled_input() callback to cleanly intercept events without wasting CPU cycles in _process().
  • NEVER crash the engine intentionally via CRASH_NOW_MSG — Regular state handling should always recover gracefully. Crashing is for unrecoverable internal engine failures.
  • NEVER hardcode spawn positions in code — Always use Marker3D or CollisionShape3D nodes in the scene so designers can adjust layout without touching code.
  • NEVER neglect "juice" before an item disappears — Immediate queue_free() feels dry. Always spawn particles or play a sound before removal.
  • NEVER use global variables for local collection progress — Keep counts encapsulated within the CollectionManager and emit signals to update the UI.
  • NEVER leave orphaned nodes in the tree during state swaps — Always ensure the previous level/state is properly queued for deletion before instantiating the new one.
  • NEVER scale collision shapes non-uniformly for collectibles — This breaks collision detection math. Adjust the internal shape resource properties instead.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

collection_loop_patterns.gd

Collection of 10 expert patterns: Custom MainLoop extensions, deferred scene switching, threaded loading, and frame throttling.

collection_manager.gd

The central brain of the hunt. Tracks progress and manages completion signals.

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