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godot-composition戈多作文

Agent Skill

godot-composition 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

3,279

周安装

138

GitHub Stars

138

下载量

1,148
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-composition(戈多作文)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-composition
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-composition
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-composition

简介

godot-composition 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Godot Composition Architecture

Core Philosophy

This skill enforces Composition over Inheritance ("Has-a" vs "Is-a"). In Godot, Nodes are components. A complex entity (Player) is simply an Orchestrator managing specialized Worker Nodes (Components).

The Golden Rules

  1. Single Responsibility: One script = One job.
  2. Encapsulation: Components are "selfish." They handle their internal logic but don't know *who* owns them.
  3. The Orchestrator: The root script (e.g., player.gd) does no logic. It only manages state and passes data between components.
  4. Decoupling: Components communicate via Signals (up) and Methods (down).

Available Scripts

health_component.gd

Specialized Node for managing lifespan, damage logic, and death signals across any entity.

hit_box_component.gd

Area-based component for intercepting damage and delegating it to a HealthComponent.

hurt_box_component.gd

Area-based component for dealing damage specifically to HitBoxComponents.

velocity_component.gd

Encapsulated movement and acceleration logic for reuse across Players and Enemies.

interaction_component.gd

Decoupled interaction handler using injecting Callable logic for context-aware actions.

follower_component.gd

Decoupled tracking logic using NodePath injection for smooth entity following.

state_component_vsm.gd

Component-based state machine pattern using child nodes as individual states.

status_effect_component.gd

Managing temporary modifiers (buffs/debuffs) by stacking effect scenes as children.

visual_sync_component.gd

Separating logical state (velocity/direction) from visual representation (sprite flipping).

composition_root_init.gd

The "Orchestrator" pattern for wiring and connecting components in a parent node.

NEVER Do in Composition

  • NEVER use deep inheritance chains (e.g., Player > Entity > LivingThing > Node) — Creates brittle "God Classes" that are hard to refactor [21].
  • NEVER use get_node() or $ for components — This breaks if the scene tree is rearranged. Always use @export or %UniqueNames [22].
  • NEVER let a component reference its parent script directly — This makes the component impossible to reuse. Use signals or dependency injection [23].
  • NEVER mix Input, Physics, and Game Logic in one script — This violates Single Responsibility. Split them into specialized components [24, 13].
  • NEVER create components that require a specific SceneTree structure — A component should be "selfish" and only care about its own properties and direct children.
  • NEVER use inheritance to "add a feature" — If you want an enemy to shoot, add a ShootingComponent, don't make it inherit from ShooterEnemy.
  • NEVER hardcode component dependencies — If CombatComponent needs HealthComponent, look it up in _ready() or inject it via the parent [11].
  • NEVER treat Godot nodes as pure data — Nodes provide lifecycle (_process) and signals. If you only need data, use a Resource.
  • NEVER ignore the Node lifecycle in components — Use _enter_tree() and _exit_tree() for setup/cleanup that must happen regardless of the parent's state.
  • NEVER hide component points of access — Expose NodePath or Callable properties so the parent can wire the component in the Inspector [13].

Implementation Standards

1. Connection Strategy: Typed Exports

Do not rely on tree order. Use explicit dependency injection via @export with static typing.

The "Godot Way" for strict godot-composition:

# The Orchestrator (e.g., player.gd)
class_name Player extends CharacterBody3D

# Dependency Injection: Define the "slots" in the backpack
@export var health_component: HealthComponent
@export var movement_component: MovementComponent
@export var input_component: InputComponent

# Use Scene Unique Names (%) for auto-assignment in Editor
# or drag-and-drop in the Inspector.

2. Component Mindset

Components must define class_name to be recognized as types.

Standard Component Boilerplate:

class_name MyComponent extends Node
# Use Node for logic, Node3D/2D if it needs position

@export var stats: Resource # Components can hold their own data
signal happened_something(value)

func do_logic(delta: float) -> void:
    # Perform specific task
    pass

Standard Components

The Input Component (The Senses)

Responsibility: Read hardware state. Store it. Do NOT act on it. *State*: move_dir, jump_pressed, attack_just_pressed.

class_name InputComponent extends Node

var move_dir: Vector2
var jump_pressed: bool

func update() -> void:
    # Called by Orchestrator every frame
    move_dir = Input.get_vector("left", "right", "up", "down")
    jump_pressed = Input.is_action_just_pressed("jump")

The Movement Component (The Legs)

Responsibility: Manipulate physics body. Handle velocity/gravity. Constraint: Requires a reference to the physics body it moves.

class_name MovementComponent extends Node

@export var body: CharacterBody3D # The thing we move
@export var speed: float = 8.0
@export var jump_velocity: float = 12.0

func tick(delta: float, direction: Vector2, wants_jump: bool) -> void:
    if not body: return

    # Handle Gravity
    if not body.is_on_floor():
        body.velocity.y -= 9.8 * delta

    # Handle Movement
    if direction:
        body.velocity.x = direction.x * speed
        body.velocity.z = direction.y * speed # 3D conversion
    else:
        body.velocity.x = move_toward(body.velocity.x, 0, speed)
        body.velocity.z = move_toward(body.velocity.z, 0, speed)

    # Handle Jump
    if wants_jump and body.is_on_floor():
        body.velocity.y = jump_velocity

    body.move_and_slide()

The Health Component (The Life)

Responsibility: Manage HP, Clamp values, Signal changes. Context Agnostic: Can be put on a Player, Enemy, or a Wooden Crate.

class_name HealthComponent extends Node

signal died
signal health_changed(current, max)

@export var max_health: float = 100.0
var current_health: float

func _ready():
    current_health = max_health

func damage(amount: float):
    current_health = clamp(current_health - amount, 0, max_health)
    health_changed.emit(current_health, max_health)
    if current_health == 0:
        died.emit()

The Orchestrator (Putting it Together)

The Orchestrator (player.gd) binds the components in the _physics_process. It acts as the bridge.

class_name Player extends CharacterBody3D

@onready var input: InputComponent = %InputComponent
@onready var move: MovementComponent = %MovementComponent
@onready var health: HealthComponent = %HealthComponent

func _ready():
    # Connect signals (The ears)
    health.died.connect(_on_death)

func _physics_process(delta):
    # 1. Update Senses
    input.update()

    # 2. Pass Data to Workers (State Management)
    # The Player script decides that "Input Direction" maps to "Movement Direction"
    move.tick(delta, input.move_dir, input.jump_pressed)

func _on_death():
    queue_free()

Performance Note

Nodes are lightweight. Do not fear adding 10-20 nodes per entity. The organizational benefit of Composition vastly outweighs the negligible memory cost of Node instances.

Reference

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能力 4

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

33.35%
按下载量换算383

Claude

30.78%
按下载量换算353

Cursor

19.97%
按下载量换算229

Gemini CLI

9.54%
按下载量换算110

安全审计

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通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

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