godot-genre-card-game
Installation
SKILL.md
Genre: Card Game
Expert blueprint for digital card games with data-driven design and juicy UI.
NEVER Do (Expert Anti-Patterns)
Logic & Architecture
- NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in
Callableobjects or Command resources pushed to a LIFO stack. - NEVER perform board-state calculations (Power/Toughness) in
_process(); strictly use Signal-driven triggers or a centralizedEffectStackresolver. - NEVER forget LIFO Stack Resolution; strictly use
Array.push_back()andArray.pop_back()to resolve reactions from top-to-bottom.
UX & Animation
- NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
- NEVER allow instant card "teleportation" between piles; strictly use Tween animations (0.2s+) to give cards a tactile, physical feel.
- NEVER use
global_positionfor cards in hand; strictly position them using aCurve2D(Bezier) layout withsample_baked()for smooth, non-circular arcs. - NEVER allow instant card "teleportation" between piles; strictly use
create_tween()andtween_propertychainings (0.2s+) for juicy card-feel.
Deck & State Management
- NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
- NEVER use floating point numbers for discrete card stats; strictly use
intfor Costs, Attack, and Health to avoid precision drift. - NEVER use standard Control nodes for mass tokens/battlefields; strictly use
_draw()custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons. - NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via
queue_redraw(). - NEVER erase array elements during a standard
forloop; strictly iterate in reverse or usefilter()to avoid indexing errors. - NEVER forget to provide parameterless constructors in
_init(); otherwise, Resources will fail to load in the Inspector.
🛠Expert Components (scripts/)
Original Expert Patterns
- card_effect_resolution.gd - Stack-based effect resolver (LIFO/FIFO) handling nested triggers and counter-play.
Modular Components
- card_data_resource.gd - Data-driven card definitions allowing Inspector-based design.
- deck_shuffle_bag.gd - Secure randomization patterns for uniform card distribution.
- turn_state_machine.gd - Managing rigid phases (Draw, Play, Combat) via state matching.
- card_drag_drop.gd - Implementation of native
_get_drag_data()for Control nodes. - board_query_filter.gd - Functional
filter()patterns for querying board metadata. - card_tween_manager.gd - Managing interruptible card juice and board transitions.
- reactive_card_ui.gd - Resource-signal driven UI for automatic visual state updates.
- board_state_dictionary.gd - Grid-based tracking (Vector2i) decoupled from Node order.
- match_state_resetter.gd - Clean-up pattern for in-match temporary Resource modifications.
- deck_builder_validator.gd - Backend logic for deck-building constraints and mana curves.
Core Loop
- Draw: Player draws cards from a deck into their hand.
- Evaluate: Player assesses board state, mana/energy, and card options.
- Play: Player plays cards to trigger effects (damage, buff, summon).
- Resolve: Effects occur immediately or go onto a stack.
- Discard/End: Unused cards are discarded (roguelike) or kept (TCG), turn ends.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Data | resources, custom-resources |
Defining Card properties (Cost, Type, Effect) |
| 2. UI | control-nodes, layout-containers |
Hand layout, card positioning, tooltips |
| 3. Input | drag-and-drop, state-machines |
Dragging cards to targets, hovering |
| 4. Logic | command-pattern, signals |
Executing card effects, turn phases |
| 5. Polish | godot-tweening, shaders |
Draw animations, holographic foils |
Architecture Overview
1. Card Data (Resource-based)
Godot Resources are perfect for card data.
# card_data.gd
extends Resource
class_name CardData
enum Type { ATTACK, SKILL, POWER }
enum Target { ENEMY, SELF, ALL_ENEMIES }
@export var id: String
@export var name: String
@export_multiline var description: String
@export var cost: int
@export var type: Type
@export var target_type: Target
@export var icon: Texture2D
@export var effect_script: Script # Custom logic per card
2. Deck Manager
Handles the piles: Draw Pile, Hand, Discard Pile, Exhaust Pile.
# deck_manager.gd
var draw_pile: Array[CardData] = []
var hand: Array[CardData] = []
var discard_pile: Array[CardData] = []
func draw_cards(amount: int) -> void:
for i in amount:
if draw_pile.is_empty():
reshuffle_discard()
if draw_pile.is_empty():
break # No cards left
var card = draw_pile.pop_back()
hand.append(card)
card_drawn.emit(card)
func reshuffle_discard() -> void:
draw_pile.append_array(discard_pile)
discard_pile.clear()
draw_pile.shuffle()
3. Card Visual (UI)
The interactive node representing a card in hand.
# card_ui.gd
extends Control
var card_data: CardData
var start_pos: Vector2
var is_dragging: bool = false
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
start_drag()
else:
end_drag()
func _process(delta: float) -> void:
if is_dragging:
global_position = get_global_mouse_position() - size / 2
else:
# Hover effect or return to hand position
pass
Key Mechanics Implementation
Effect Resolution (Command Pattern)
Decouple the "playing" of a card from its "effect".
func play_card(card: CardData, target: Node) -> void:
if current_energy < card.cost:
show_error("Not enough energy")
return
current_energy -= card.cost
# Execute effect
var effect = card.effect_script.new()
effect.execute(target)
move_to_discard(card)
Hand Layout (Arching)
Cards in hand usually form an arc. Use a math formula (Bezier or Circle) to position them based on index and total_cards.
func update_hand_visuals() -> void:
var center_x = screen_width / 2
var radius = 1000.0
var angle_step = 5.0
for i in hand_visuals.size():
var card = hand_visuals[i]
var angle = deg_to_rad((i - hand_visuals.size() / 2.0) * angle_step)
var target_pos = Vector2(
center_x + sin(angle) * radius,
screen_height + cos(angle) * radius
)
card.target_rotation = angle
card.target_position = target_pos
Common Pitfalls
- Complexity Overload: Too many keywords. Fix: Stick to 3-5 core keywords (e.g., Taunt, Poison, Shield) and expand slowly.
- Unreadable Text: Tiny fonts on cards. Fix: Use icons for common stats (Damage, Block) and keep text short.
- Animation Lock: Waiting for slow animations to finish before playing the next card. Fix: Allow queueing actions or keep animations snappy (< 0.3s).
Godot-Specific Tips
- MouseFilter: Getting drag/drop to work with overlapping UI requires careful setup of
mouse_filter(Pass vs Stop). - Z-Index: Use
z_indexorCanvasLayerto ensure the dragged card is always on top of everything else. - Tweens: Essential! Tween position, rotation, and scale for that "juicy" Hearthstone/Slay the Spire feel.
Reference
- Master Skill: godot-master
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