技能版本 1.0.0

godot-gdscript-patterns

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.

价格

免费

  • 安装:免费

在组织开通时一次性收取;再次读取清单或下载不重复收费。

以上为公开标价。你的组织可能有协议价,以控制台显示的价格为准。

如何使用

  1. 为组织安装

    开通即安装:组织固定使用开通时的版本(当前为 1.0.0)。升级到新版本需要取消后重新开通。

  2. 创建凭证

    客户端使用组织凭证读取;绑定到数字人后,数字人使用绑定凭证按需加载。请求中携带:

    Authorization: Bearer $ZGI_MARKET_KEY

  3. 读取清单与安装包

    清单列出版本、文件和校验值;安装包是一个 zip 文件。

    读取清单
    curl "https://market-api.zgi.im/v1/market/skills/godot-gdscript-patterns/manifest" \
      -H "Authorization: Bearer $ZGI_MARKET_KEY"
    下载安装包
    curl "https://market-api.zgi.im/v1/market/skills/godot-gdscript-patterns/package" \
      -H "Authorization: Bearer $ZGI_MARKET_KEY" \
      -o godot-gdscript-patterns.zip

    读取清单和下载安装包不计入用量。下载后请用响应头中的 SHA-256 校验文件。

技能说明

名称
godot-gdscript-patterns
说明
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.
仅指令

技能包内没有脚本文件:这个技能是供模型阅读的文本。

SKILL.md 节选

# 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

```gdscript
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

```gdscript
# 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)
```

```gdscript
# 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
```

```gdscript
# 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"):

SKILL.md 不止这些内容,安装后可阅读全文。

技能包内容

共 1 个文件,合计 19.4 KiB

  • SKILL.md19.4 KiB

来源与审核

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