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godot-game-loop-waves戈多游戏循环波

Agent Skill

godot-game-loop-waves 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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

1,053

周安装

43

GitHub Stars

137

下载量

341
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-game-loop-waves(戈多游戏循环波)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-game-loop-waves
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-waves
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-game-loop-waves

简介

godot-game-loop-waves 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 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

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

PatternBest ForLogic
LinearStory missionsHand-crafted list of WaveResource.
EndlessSurvival modesCode-generated WaveResource with multiplier math.
TriggeredRPG EncountersWave 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 MultiMeshInstance3D to 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_iterations on your navigation regions or use NavigationServer3D.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 Marker3D nodes 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.

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

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

33.99%
按下载量换算116

Claude

29.32%
按下载量换算100

Cursor

20.35%
按下载量换算69

Gemini CLI

8.73%
按下载量换算30

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-waves 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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