godot-game-loop-waves
Wave Loop: Combat Pacing
[!NOTE] Resource Context: This module provides expert patterns for Wave Loops. Accessed via Godot Master.
Architectural Thinking: The "Wave-State" Pattern
A Master implementation treats waves as Data-Driven Transitions. Instead of hardcoding spawn counts, use a WaveResource to define "Encounters" that the WaveManager processes sequentially.
Core Responsibilities
- Manager: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
- Spawner: Decoupled nodes that provide spatial context for where enemies appear.
- Resource: Immutable data containers that allow designers to rebalance the game without touching code.
Expert Code Patterns
1. The Async Wave Trigger
Use await and timers to handle pacing without cluttering the _process loop.
# wave_manager.gd snippet
func start_next_wave():
# Delay for juice/prep
await get_tree().create_timer(pre_delay).timeout
wave_started.emit()
_spawn_logic()
2. Composition-Based Spawning
Manage enemy variety using a Dictionary-based composition strategy in your WaveResource.
# wave_resource.gd
@export var compositions: Dictionary = {
"Res://Enemies/Goblin.tscn": 10,
"Res://Enemies/Orc.tscn": 2
}
Master Decision Matrix: Progression
| Pattern | Best For | Logic |
|---|---|---|
| Linear | Story missions | Hand-crafted list of WaveResource. |
| Endless | Survival modes | Code-generated WaveResource with multiplier math. |
| Triggered | RPG Encounters | Wave starts only when player enters an Area3D. |
NEVER Do
- NEVER iterate through get_children() to find all enemies — This is extremely slow. Always add enemies to an "enemies" group and use
get_tree().get_nodes_in_group(&"enemies")for efficient access. - NEVER constantly instantiate() and queue_free() hundreds of enemies — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
- NEVER spawn thousands of separate MeshInstance3D nodes for swarms — This will tank your draw calls. Use
MultiMeshInstance3Dto batch thousands of meshes into a single GPU call. - NEVER calculate pathfinding for hundreds of agents on the main thread — This will freeze your game. Enable
use_async_iterationson your navigation regions or useNavigationServer3D.query_path(). - NEVER forget to check is_inside_tree() before adding a child — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
- NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs — They will all share the exact same health/stats. Always call
base_stats.duplicate_deep()to give each mob its own unique data. - NEVER use standard strings for high-frequency group calls — Always use
StringName(&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations. - NEVER spawn entities directly inside physics callbacks synchronously — Instantiating nodes during physics steps can corrupt the physics state. Always use
call_deferred(&"add_child", enemy). - NEVER leave CollisionShapes on dead enemies active — Corpses will block towers and navigation. Use
set_deferred("disabled", true)immediately upon death. - NEVER synchronize complex Object types via MultiplayerSynchronizer — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
- NEVER auto-start waves without player feedback — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
- NEVER hardcode spawn positions at (0,0,0) — Use
Marker3Dnodes in the editor so you can visually adjust spawn points without digging into code. - NEVER check wave completion by counting children every frame — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
- NEVER use the same navigation map for every entity type — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
- NEVER scale collision shapes non-uniformly for spawners — This breaks the collision detection math. Adjust the shape resource properties instead.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
wave_loop_patterns.gd
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
wave_manager.gd
Orchestrates the timeline, delays between waves, and tracks "Victory" conditions.
wave_resource.gd
Data containers for wave compositions and difficulty settings.