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Expert patterns for Godot AutoLoad (singleton) architecture including global state management, scene transitions, signal-based communication, dependency injection, autoload initialization order, and anti-patterns to avoid. Use for game managers, save systems, audio controllers, or cross-scene resources. Trigger keywords: AutoLoad, singleton, GameManager, SceneTransitioner, SaveManager, global_state, autoload_order, signal_bus, dependency_injection.
npx skill4agent add thedivergentai/gd-agentic-skills godot-autoload-architecture_init()_ready()_enter_tree()_ready()initialize()@onreadyMANDATORY: Read the appropriate script before implementing the corresponding pattern.
Do NOT Load service_locator.gd unless implementing dependency injection patterns.
extends Node
# Signals for global events
signal game_started
signal game_paused(is_paused: bool)
signal player_died
# Global state
var score: int = 0
var current_level: int = 1
var is_paused: bool = false
func _ready() -> void:
# Initialize autoload state
print("GameManager initialized")
func start_game() -> void:
score = 0
current_level = 1
game_started.emit()
func pause_game(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func add_score(points: int) -> void:
score += pointsgame_manager.gdGameManagerproject.godot[autoload]
GameManager="*res://autoloads/game_manager.gd"*extends Node2D
func _ready() -> void:
# Access the singleton
GameManager.connect("game_paused", _on_game_paused)
GameManager.start_game()
func _on_button_pressed() -> void:
GameManager.add_score(100)
func _on_game_paused(is_paused: bool) -> void:
print("Game paused: ", is_paused)# ✅ Good
var score: int = 0
# ❌ Bad
var score = 0# ✅ Good - allows decoupled listeners
signal score_changed(new_score: int)
func add_score(points: int) -> void:
score += points
score_changed.emit(score)
# ❌ Bad - tight coupling
func add_score(points: int) -> void:
score += points
ui.update_score(score) # Don't directly call UIres://autoloads/
game_manager.gd
audio_manager.gd
scene_transitioner.gd
save_manager.gd# scene_transitioner.gd
extends Node
signal scene_changed(scene_path: String)
func change_scene(scene_path: String) -> void:
# Fade out effect (optional)
await get_tree().create_timer(0.3).timeout
get_tree().change_scene_to_file(scene_path)
scene_changed.emit(scene_path)enum GameState { MENU, PLAYING, PAUSED, GAME_OVER }
var current_state: GameState = GameState.MENU
func change_state(new_state: GameState) -> void:
current_state = new_state
match current_state:
GameState.MENU:
# Load menu
pass
GameState.PLAYING:
get_tree().paused = false
GameState.PAUSED:
get_tree().paused = true
GameState.GAME_OVER:
# Show game over screen
pass# Preload heavy resources once
const PLAYER_SCENE := preload("res://scenes/player.tscn")
const EXPLOSION_EFFECT := preload("res://effects/explosion.tscn")
func spawn_player(position: Vector2) -> Node2D:
var player := PLAYER_SCENE.instantiate()
player.global_position = position
return player_ready()var _initialized: bool = false
func initialize() -> void:
if _initialized:
return
_initialized = true
# Heavy setup here