| 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
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()
Patterns
Pattern 1: State Machine
# state_machine.gd
class_name StateMachine
extends Node
signal state_changed(from_state: StringName, to_state: StringName)
@export var initial_state: State
var current_state: State
var states: Dictionary = {}
func _ready() -> void:
# Register all State children
for child in get_children():
if child is State:
states[child.name] = child
child.state_machine = self
child.process_mode = Node.PROCESS_MODE_DISABLED
# Start initial state
if initial_state:
current_state = initial_state
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter()
func _process(delta: float) -> void:
if current_state:
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _unhandled_input(event: InputEvent) -> void:
if current_state:
current_state.handle_input(event)
func transition_to(state_name: StringName, msg: Dictionary = {}) -> void:
if not states.has(state_name):
push_error("State '%s' not found" % state_name)
return
var previous_state := current_state
previous_state.exit()
previous_state.process_mode = Node.PROCESS_MODE_DISABLED
current_state = states[state_name]
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter(msg)
state_changed.emit(previous_state.name, current_state.name)
# state.gd
class_name State
extends Node
var state_machine: StateMachine
func enter(_msg: Dictionary = {}) -> void:
pass
func exit() -> void:
pass
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
pass
func handle_input(_event: InputEvent) -> void:
pass
# player_idle.gd
class_name PlayerIdle
extends State
@export var player: Player
func enter(_msg: Dictionary = {}) -> void:
player.animation.play("idle")
func physics_update(_delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
if direction != Vector2.ZERO:
state_machine.transition_to("Move")
func handle_input(event: InputEvent) -> void:
if event.is_action_pressed("attack"):
state_machine.transition_to("Attack")
elif event.is_action_pressed("jump"):
state_machine.transition_to("Jump")
Pattern 2: Autoload Singletons
# game_manager.gd (Add to Project Settings > Autoload)
extends Node
signal game_started
signal game_paused(is_paused: bool)
signal game_over(won: bool)
signal score_changed(new_score: int)
enum GameState { MENU, PLAYING, PAUSED, GAME_OVER }
var state: GameState = GameState.MENU
var score: int = 0:
set(value):
score = value
score_changed.emit(score)
var high_score: int = 0
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
_load_high_score()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("pause") and state == GameState.PLAYING:
toggle_pause()
func start_game() -> void:
score = 0
state = GameState.PLAYING
game_started.emit()
func toggle_pause() -> void:
var is_paused := state != GameState.PAUSED
if is_paused:
state = GameState.PAUSED
get_tree().paused = true
else:
state = GameState.PLAYING
get_tree().paused = false
game_paused.emit(is_paused)
func end_game(won: bool) -> void:
state = GameState.GAME_OVER
if score > high_score:
high_score = score
_save_high_score()
game_over.emit(won)
func add_score(points: int) -> void:
score += points
func _load_high_score() -> void:
if FileAccess.file_exists("user://high_score.save"):
var file := FileAccess.open("user://high_score.save", FileAccess.READ)
high_score = file.get_32()
func _save_high_score() -> void:
var file := FileAccess.open("user://high_score.save", FileAccess.WRITE)
file.store_32(high_score)
# event_bus.gd (Global signal bus)
extends Node
# Player events
signal player_spawned(player: Node2D)
signal player_died(player: Node2D)
signal player_health_changed(health: int, max_health: int)
# Enemy events
signal enemy_spawned(enemy: Node2D)
signal enemy_died(enemy: Node2D, position: Vector2)
# Item events
signal item_collected(item_type: StringName, value: int)
signal powerup_activated(powerup_type: StringName)
# Level events
signal level_started(level_number: int)
signal level_completed(level_number: int, time: float)
signal checkpoint_reached(checkpoint_id: int)
Pattern 3: Resource-based Data
# weapon_data.gd
class_name WeaponData
extends Resource
@export var name: StringName
@export var damage: int
@export var attack_speed: float
@export var range: float
@export_multiline var description: String
@export var icon: Texture2D
@export var projectile_scene: PackedScene
@export var sound_attack: AudioStream
# character_stats.gd
class_name CharacterStats
extends Resource
signal stat_changed(stat_name: StringName, new_value: float)
@export var max_health: float = 100.0
@export var attack: float = 10.0
@export var defense: float = 5.0
@export var speed: float = 200.0
# Runtime values (not saved)
var _current_health: float
func _init() -> void:
_current_health = max_health
func get_current_health() -> float:
return _current_health
func take_damage(amount: float) -> float:
var actual_damage := maxf(amount - defense, 1.0)
_current_health = maxf(_current_health - actual_damage, 0.0)
stat_changed.emit("health", _current_health)
return actual_damage
func heal(amount: float) -> void:
_current_health = minf(_current_health + amount, max_health)
stat_changed.emit("health", _current_health)
func duplicate_for_runtime() -> CharacterStats:
var copy := duplicate() as CharacterStats
copy._current_health = copy.max_health
return copy
# Using resources
class_name Character
extends CharacterBody2D
@export var base_stats: CharacterStats
@export var weapon: WeaponData
var stats: CharacterStats
func _ready() -> void:
# Create runtime copy to avoid modifying the resource
stats = base_stats.duplicate_for_runtime()
stats.stat_changed.connect(_on_stat_changed)
func attack() -> void:
if weapon:
print("Attacking with %s for %d damage" % [weapon.name, weapon.damage])
func _on_stat_changed(stat_name: StringName, value: float) -> void:
if stat_name == "health" and value <= 0:
die()
Pattern 4: Object Pooling
# object_pool.gd
class_name ObjectPool
extends Node
@export var pooled_scene: PackedScene
@export var initial_size: int = 10
@export var can_grow: bool = true
var _available: Array[Node] = []
var _in_use: Array[Node] = []
func _ready() -> void:
_initialize_pool()
func _initialize_pool() -> void:
for i in initial_size:
_create_instance()
func _create_instance() -> Node:
var instance := pooled_scene.instantiate()
instance.process_mode = Node.PROCESS_MODE_DISABLED
instance.visible = false
add_child(instance)
_available.append(instance)
# Connect return signal if exists
if instance.has_signal("returned_to_pool"):
instance.returned_to_pool.connect(_return_to_pool.bind(instance))
return instance
func get_instance() -> Node:
var instance: Node
if _available.is_empty():
if can_grow:
instance = _create_instance()
_available.erase(instance)
else:
push_warning("Pool exhausted and cannot grow")
return null
else:
instance = _available.pop_back()
instance.process_mode = Node.PROCESS_MODE_INHERIT
instance.visible = true
_in_use.append(instance)
if instance.has_method("on_spawn"):
instance.on_spawn()
return instance
func _return_to_pool(instance: Node) -> void:
if not instance in _in_use:
return
_in_use.erase(instance)
if instance.has_method("on_despawn"):
instance.on_despawn()
instance.process_mode = Node.PROCESS_MODE_DISABLED
instance.visible = false
_available.append(instance)
func return_all() -> void:
for instance in _in_use.duplicate():
_return_to_pool(instance)
# pooled_bullet.gd
class_name PooledBullet
extends Area2D
signal returned_to_pool
@export var speed: float = 500.0
@export var lifetime: float = 5.0
var direction: Vector2
var _timer: float
func on_spawn() -> void:
_timer = lifetime
func on_despawn() -> void:
direction = Vector2.ZERO
func initialize(pos: Vector2, dir: Vector2) -> void:
global_position = pos
direction = dir.normalized()
rotation = direction.angle()
func _physics_process(delta: float) -> void:
position += direction * speed * delta
_timer -= delta
if _timer <= 0:
returned_to_pool.emit()
func _on_body_entered(body: Node2D) -> void:
if body.has_method("take_damage"):
body.take_damage(10)
returned_to_pool.emit()
Pattern 5: Component System
# health_component.gd
class_name HealthComponent
extends Node
signal health_changed(current: int, maximum: int)
signal damaged(amount: int, source: Node)
signal healed(amount: int)
signal died
@export var max_health: int = 100
@export var invincibility_time: float = 0.0
var current_health: int:
set(value):
var old := current_health
current_health = clampi(value, 0, max_health)
if current_health != old:
health_changed.emit(current_health, max_health)
var _invincible: bool = false
func _ready() -> void:
current_health = max_health
func take_damage(amount: int, source: Node = null) -> int:
if _invincible or current_health <= 0:
return 0
var actual := mini(amount, current_health)
current_health -= actual
damaged.emit(actual, source)
if current_health <= 0:
died.emit()
elif invincibility_time > 0:
_start_invincibility()
return actual
func heal(amount: int) -> int:
var actual := mini(amount, max_health - current_health)
current_health += actual
if actual > 0:
healed.emit(actual)
return actual
func _start_invincibility() -> void:
_invincible = true
await get_tree().create_timer(invincibility_time).timeout
_invincible = false
# hitbox_component.gd
class_name HitboxComponent
extends Area2D
signal hit(hurtbox: HurtboxComponent)
@export var damage: int = 10
@export var knockback_force: float = 200.0
var owner_node: Node
func _ready() -> void:
owner_node = get_parent()
area_entered.connect(_on_area_entered)
func _on_area_entered(area: Area2D) -> void:
if area is HurtboxComponent:
var hurtbox := area as HurtboxComponent
if hurtbox.owner_node != owner_node:
hit.emit(hurtbox)
hurtbox.receive_hit(self)
# hurtbox_component.gd
class_name HurtboxComponent
extends Area2D
signal hurt(hitbox: HitboxComponent)
@export var health_component: HealthComponent
var owner_node: Node
func _ready() -> void:
owner_node = get_parent()
func receive_hit(hitbox: HitboxComponent) -> void:
hurt.emit(hitbox)
if health_component:
health_component.take_damage(hitbox.damage, hitbox.owner_node)
Pattern 6: Scene Management
# scene_manager.gd (Autoload)
extends Node
signal scene_loading_started(scene_path: String)
signal scene_loading_progress(progress: float)
signal scene_loaded(scene: Node)
signal transition_started
signal transition_finished
@export var transition_scene: PackedScene
@export var loading_scene: PackedScene
var _current_scene: Node
var _transition: CanvasLayer
var _loader: ResourceLoader
func _ready() -> void:
_current_scene = get_tree().current_scene
if transition_scene:
_transition = transition_scene.instantiate()
add_child(_transition)
_transition.visible = false
func change_scene(scene_path: String, with_transition: bool = true) -> void:
if with_transition:
await _play_transition_out()
_load_scene(scene_path)
func change_scene_packed(scene: PackedScene, with_transition: bool = true) -> void:
if with_transition:
await _play_transition_out()
_swap_scene(scene.instantiate())
func _load_scene(path: String) -> void:
scene_loading_started.emit(path)
# Check if already loaded
if ResourceLoader.has_cached(path):
var scene := load(path) as PackedScene
_swap_scene(scene.instantiate())
return
# Async loading
ResourceLoader.load_threaded_request(path)
while true:
var progress := []
var status := ResourceLoader.load_threaded_get_status(path, progress)
match status:
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
scene_loading_progress.emit(progress[0])
await get_tree().process_frame
ResourceLoader.THREAD_LOAD_LOADED:
var scene := ResourceLoader.load_threaded_get(path) as PackedScene
_swap_scene(scene.instantiate())
return
_:
push_error("Failed to load scene: %s" % path)
return
func _swap_scene(new_scene: Node) -> void:
if _current_scene:
_current_scene.queue_free()
_current_scene = new_scene
get_tree().root.add_child(_current_scene)
get_tree().current_scene = _current_scene
scene_loaded.emit(_current_scene)
await _play_transition_in()
func _play_transition_out() -> void:
if not _transition:
return
transition_started.emit()
_transition.visible = true
if _transition.has_method("transition_out"):
await _transition.transition_out()
else:
await get_tree().create_timer(0.3).timeout
func _play_transition_in() -> void:
if not _transition:
transition_finished.emit()
return
if _transition.has_method("transition_in"):
await _transition.transition_in()
else:
await get_tree().create_timer(0.3).timeout
_transition.visible = false
transition_finished.emit()
Pattern 7: Save System
# save_manager.gd (Autoload)
extends Node
const SAVE_PATH := "user://savegame.save"
const ENCRYPTION_KEY := "your_secret_key_here"
signal save_completed
signal load_completed
signal save_error(message: String)
func save_game(data: Dictionary) -> void:
var file := FileAccess.open_encrypted_with_pass(
SAVE_PATH,
FileAccess.WRITE,
ENCRYPTION_KEY
)
if file == null:
save_error.emit("Could not open save file")
return
var json := JSON.stringify(data)
file.store_string(json)
file.close()
save_completed.emit()
func load_game() -> Dictionary:
if not FileAccess.file_exists(SAVE_PATH):
return {}
var file := FileAccess.open_encrypted_with_pass(
SAVE_PATH,
FileAccess.READ,
ENCRYPTION_KEY
)
if file == null:
save_error.emit("Could not open save file")
return {}
var json := file.get_as_text()
file.close()
var parsed := JSON.parse_string(json)
if parsed == null:
save_error.emit("Could not parse save data")
return {}
load_completed.emit()
return parsed
func delete_save() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
func has_save() -> bool:
return FileAccess.file_exists(SAVE_PATH)
# saveable.gd (Attach to saveable nodes)
class_name Saveable
extends Node
@export var save_id: String
func _ready() -> void:
if save_id.is_empty():
save_id = str(get_path())
func get_save_data() -> Dictionary:
var parent := get_parent()
var data := {"id": save_id}
if parent is Node2D:
data["position"] = {"x": parent.position.x, "y": parent.position.y}
if parent.has_method("get_custom_save_data"):
data.merge(parent.get_custom_save_data())
return data
func load_save_data(data: Dictionary) -> void:
var parent := get_parent()
if data.has("position") and parent is Node2D:
parent.position = Vector2(data.position.x, data.position.y)
if parent.has_method("load_custom_save_data"):
parent.load_custom_save_data(data)
Performance Tips
# 1. Cache node references
@onready var sprite := $Sprite2D # Good
# $Sprite2D in _process() # Bad - repeated lookup
# 2. Use object pooling for frequent spawning
# See Pattern 4
# 3. Avoid allocations in hot paths
var _reusable_array: Array = []
func _process(_delta: float) -> void:
_reusable_array.clear() # Reuse instead of creating new
# 4. Use static typing
func calculate(value: float) -> float: # Good
return value * 2.0
# 5. Disable processing when not needed
func _on_off_screen() -> void:
set_process(false)
set_physics_process(false)
Best Practices
Do's
- Use signals for decoupling - Avoid direct references
- Type everything - Static typing catches errors
- Use resources for data - Separate data from logic
- Pool frequently spawned objects - Avoid GC hitches
- Use Autoloads sparingly - Only for truly global systems
Don'ts
- Don't use
get_node()in loops - Cache references - Don't couple scenes tightly - Use signals
- Don't put logic in resources - Keep them data-only
- Don't ignore the Profiler - Monitor performance
- Don't fight the scene tree - Work with Godot's design