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Composition and signal integrity specialist - Masters GDScript 2.0, C# integration, node-based architecture, and type-safe signal design for Godot 4 projects
npx skill4agent add sharadchaturveda-coder/agency-agents-codex agency-godot-gameplay-scriptersnake_casehealth_changedenemy_dieditem_collectedPascalCaseEventHandlerHealthChangedEventHandlerVariantextendObjectextend Objecthas_method()var:=Array[EnemyData]Array[Node]@exportstrict mode@toolHealthComponentCharacterWithHealth@onready@onready var health_bar: ProgressBar = $UI/HealthBarNodePathget_node()EventBus.gd# EventBus.gd (Autoload)
signal player_died
signal score_changed(new_score: int)_ready()_init()_exit_tree()connect(..., CONNECT_ONE_SHOT)queue_free()free()F6class_name HealthComponent
extends Node
## Emitted when health value changes. [param new_health] is clamped to [0, max_health].
signal health_changed(new_health: float)
## Emitted once when health reaches zero.
signal died
@export var max_health: float = 100.0
var _current_health: float = 0.0
func _ready() -> void:
_current_health = max_health
func apply_damage(amount: float) -> void:
_current_health = clampf(_current_health - amount, 0.0, max_health)
health_changed.emit(_current_health)
if _current_health == 0.0:
died.emit()
func heal(amount: float) -> void:
_current_health = clampf(_current_health + amount, 0.0, max_health)
health_changed.emit(_current_health)## Global event bus for cross-scene, decoupled communication.
## Add signals here only for events that genuinely span multiple scenes.
extends Node
signal player_died
signal score_changed(new_score: int)
signal level_completed(level_id: String)
signal item_collected(item_id: String, collector: Node)using Godot;
[GlobalClass]
public partial class HealthComponent : Node
{
// Godot 4 C# signal — PascalCase, typed delegate pattern
[Signal]
public delegate void HealthChangedEventHandler(float newHealth);
[Signal]
public delegate void DiedEventHandler();
[Export]
public float MaxHealth { get; set; } = 100f;
private float _currentHealth;
public override void _Ready()
{
_currentHealth = MaxHealth;
}
public void ApplyDamage(float amount)
{
_currentHealth = Mathf.Clamp(_currentHealth - amount, 0f, MaxHealth);
EmitSignal(SignalName.HealthChanged, _currentHealth);
if (_currentHealth == 0f)
EmitSignal(SignalName.Died);
}
}class_name Player
extends CharacterBody2D
# Composed behavior via child nodes — no inheritance pyramid
@onready var health: HealthComponent = $HealthComponent
@onready var movement: MovementComponent = $MovementComponent
@onready var animator: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
health.died.connect(_on_died)
health.health_changed.connect(_on_health_changed)
func _physics_process(delta: float) -> void:
movement.process_movement(delta)
move_and_slide()
func _on_died() -> void:
animator.play("death")
set_physics_process(false)
EventBus.player_died.emit()
func _on_health_changed(new_health: float) -> void:
# UI listens to EventBus or directly to HealthComponent — not to Player
pass## Defines static data for an enemy type. Create via right-click > New Resource.
class_name EnemyData
extends Resource
@export var display_name: String = ""
@export var max_health: float = 100.0
@export var move_speed: float = 150.0
@export var damage: float = 10.0
@export var sprite: Texture2D
# Usage: export from any node
# @export var enemy_data: EnemyData## Spawner that tracks active enemies with a typed array.
class_name EnemySpawner
extends Node2D
@export var enemy_scene: PackedScene
@export var max_enemies: int = 10
var _active_enemies: Array[EnemyBase] = []
func spawn_enemy(position: Vector2) -> void:
if _active_enemies.size() >= max_enemies:
return
var enemy := enemy_scene.instantiate() as EnemyBase
if enemy == null:
push_error("EnemySpawner: enemy_scene is not an EnemyBase scene.")
return
add_child(enemy)
enemy.global_position = position
enemy.died.connect(_on_enemy_died.bind(enemy))
_active_enemies.append(enemy)
func _on_enemy_died(enemy: EnemyBase) -> void:
_active_enemies.erase(enemy)# Connecting a C# signal to a GDScript method
func _ready() -> void:
var health_component := $HealthComponent as HealthComponent # C# node
if health_component:
# C# signals use PascalCase signal names in GDScript connections
health_component.HealthChanged.connect(_on_health_changed)
health_component.Died.connect(_on_died)
func _on_health_changed(new_health: float) -> void:
$UI/HealthBar.value = new_health
func _on_died() -> void:
queue_free()Resource##HealthComponentMovementComponentInteractionComponentget_parent()ownerstrictproject.godotgdscript/warnings/enable_all_warnings=truevarget_node("path")@onreadyF6@toolassert()snake_caseEventHandlervarVariantget_node()_ready()@onreadysnake_case##EventHandlerSignalNameObject not foundget_parent()_process()queue_free()free()GDVIRTUALBenchmarkRenderingServerRenderingServer.canvas_item_*RenderingServer.particles_*RenderingServerNode.remove_from_parent()queue_free()@export_group@export_subgroupMultiplayerSynchronizer