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 mod