godot-project-templates
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ChineseProject Templates
项目模板
Genre-specific scaffolding, AutoLoad patterns, and modular architecture define rapid prototyping.
特定游戏类型的脚手架、AutoLoad模式与模块化架构,助力快速原型开发。
Available Scripts
可用脚本
base_game_manager.gd
base_game_manager.gd
Expert AutoLoad template for game state management (pause, scene transitions, scoring).
用于游戏状态管理(暂停、场景切换、计分)的专业AutoLoad模板。
NEVER Do in Project Templates
项目模板中的绝对禁忌
- NEVER hardcode scene paths — in 20 places? Nightmare refactoring. Use AutoLoad + constants OR scene registry.
get_tree().change_scene_to_file("res://levels/level_1.tscn") - NEVER forget AutoLoad registration — Template includes but not in Project Settings? Script won't load. MUST add to Project → AutoLoad.
game_manager.gd - NEVER use without groups — Pausing entire tree = pause menu also freezes. Use process mode groups (
get_tree().pausedvsPROCESS_MODE_PAUSABLE).PROCESS_MODE_ALWAYS - NEVER skip Input.MOUSE_MODE_CAPTURED in FPS — FPS template without mouse capture = cursor visible during gameplay. Set in player .
_ready() - NEVER copy-paste templates as-is — Using platformer template for RPG? Leads to architectural debt. UNDERSTAND the structure, then adapt.
- 绝对不要硬编码场景路径 — 在20个地方写?重构时会噩梦缠身。请使用AutoLoad+常量或场景注册表。
get_tree().change_scene_to_file("res://levels/level_1.tscn") - 绝对不要忘记注册AutoLoad — 模板包含但未在项目设置中注册?脚本将无法加载。必须添加到「项目→AutoLoad」中。
game_manager.gd - 绝对不要在未使用分组的情况下调用— 暂停整个场景树会导致暂停菜单也被冻结。请使用处理模式分组(
get_tree().pausedvsPROCESS_MODE_PAUSABLE)。PROCESS_MODE_ALWAYS - 绝对不要在FPS模板中忽略Input.MOUSE_MODE_CAPTURED — 未设置鼠标捕获的FPS模板会导致游戏过程中光标可见。请在玩家脚本的方法中设置。
_ready() - 绝对不要直接复制粘贴模板使用 — 用平台游戏模板开发RPG?会导致架构债务。请先理解模板结构,再进行适配。
Directory Structure
目录结构
my_platformer/
├── project.godot
├── autoloads/
│ ├── game_manager.gd
│ ├── audio_manager.gd
│ └── scene_transitioner.gd
├── scenes/
│ ├── main_menu.tscn
│ ├── game.tscn
│ └── pause_menu.tscn
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd
│ │ └── player_states/
│ └── enemies/
│ ├── base_enemy.gd
│ └── goblin/
├── levels/
│ ├── level_1.tscn
│ └── tilesets/
├── ui/
│ ├── hud.tscn
│ └── themes/
├── audio/
│ ├── music/
│ └── sfx/
└── resources/
└── data/my_platformer/
├── project.godot
├── autoloads/
│ ├── game_manager.gd
│ ├── audio_manager.gd
│ └── scene_transitioner.gd
├── scenes/
│ ├── main_menu.tscn
│ ├── game.tscn
│ └── pause_menu.tscn
├── entities/
│ ├── player/
│ │ ├── player.tscn
│ │ ├── player.gd
│ │ └── player_states/
│ └── enemies/
│ ├── base_enemy.gd
│ └── goblin/
├── levels/
│ ├── level_1.tscn
│ └── tilesets/
├── ui/
│ ├── hud.tscn
│ └── themes/
├── audio/
│ ├── music/
│ └── sfx/
└── resources/
└── data/Core Scripts
核心脚本
game_manager.gd:
gdscript
extends Node
signal game_started
signal game_paused(paused: bool)
signal level_completed
var current_level: int = 1
var score: int = 0
var is_paused: bool = false
func start_game() -> void:
score = 0
current_level = 1
SceneTransitioner.change_scene("res://levels/level_1.tscn")
game_started.emit()
func pause_game(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func complete_level() -> void:
current_level += 1
level_completed.emit()game_manager.gd:
gdscript
extends Node
signal game_started
signal game_paused(paused: bool)
signal level_completed
var current_level: int = 1
var score: int = 0
var is_paused: bool = false
func start_game() -> void:
score = 0
current_level = 1
SceneTransitioner.change_scene("res://levels/level_1.tscn")
game_started.emit()
func pause_game(paused: bool) -> void:
is_paused = paused
get_tree().paused = paused
game_paused.emit(paused)
func complete_level() -> void:
current_level += 1
level_completed.emit()Top-Down RPG Template
俯视视角RPG模板
Directory Structure
目录结构
my_rpg/
├── autoloads/
│ ├── game_data.gd
│ ├── dialogue_manager.gd
│ └── inventory_manager.gd
├── entities/
│ ├── player/
│ ├── npcs/
│ └── interactables/
├── maps/
│ ├── overworld/
│ ├── dungeons/
│ └── interiors/
├── systems/
│ ├── combat/
│ ├── dialogue/
│ ├── quests/
│ └── inventory/
├── ui/
│ ├── inventory_ui.tscn
│ ├── dialogue_box.tscn
│ └── quest_log.tscn
└── resources/
├── items/
├── quests/
└── dialogues/my_rpg/
├── autoloads/
│ ├── game_data.gd
│ ├── dialogue_manager.gd
│ └── inventory_manager.gd
├── entities/
│ ├── player/
│ ├── npcs/
│ └── interactables/
├── maps/
│ ├── overworld/
│ ├── dungeons/
│ └── interiors/
├── systems/
│ ├── combat/
│ ├── dialogue/
│ ├── quests/
│ └── inventory/
├── ui/
│ ├── inventory_ui.tscn
│ ├── dialogue_box.tscn
│ └── quest_log.tscn
└── resources/
├── items/
├── quests/
└── dialogues/Core Systems
核心系统
inventory_manager.gd:
gdscript
extends Node
signal item_added(item: Resource)
signal item_removed(item: Resource)
var inventory: Array[Resource] = []
func add_item(item: Resource) -> void:
inventory.append(item)
item_added.emit(item)
func remove_item(item: Resource) -> bool:
if item in inventory:
inventory.erase(item)
item_removed.emit(item)
return true
return false
func has_item(item_id: String) -> bool:
for item in inventory:
if item.id == item_id:
return true
return falseinventory_manager.gd:
gdscript
extends Node
signal item_added(item: Resource)
signal item_removed(item: Resource)
var inventory: Array[Resource] = []
func add_item(item: Resource) -> void:
inventory.append(item)
item_added.emit(item)
func remove_item(item: Resource) -> bool:
if item in inventory:
inventory.erase(item)
item_removed.emit(item)
return true
return false
func has_item(item_id: String) -> bool:
for item in inventory:
if item.id == item_id:
return true
return false3D FPS Template
3D FPS模板
Directory Structure
目录结构
my_fps/
├── autoloads/
│ ├── game_manager.gd
│ └── weapon_manager.gd
├── player/
│ ├── player.tscn
│ ├── player.gd
│ ├── camera_controller.gd
│ └── weapons/
│ ├── weapon_base.gd
│ ├── pistol/
│ └── rifle/
├── enemies/
│ ├── ai_controller.gd
│ └── soldier/
├── levels/
│ ├── level_1/
│ └── level_2/
├── ui/
│ ├── hud.tscn
│ └── crosshair.tscn
└── resources/
├── weapons/
└── pickups/my_fps/
├── autoloads/
│ ├── game_manager.gd
│ └── weapon_manager.gd
├── player/
│ ├── player.tscn
│ ├── player.gd
│ ├── camera_controller.gd
│ └── weapons/
│ ├── weapon_base.gd
│ ├── pistol/
│ └── rifle/
├── enemies/
│ ├── ai_controller.gd
│ └── soldier/
├── levels/
│ ├── level_1/
│ └── level_2/
├── ui/
│ ├── hud.tscn
│ └── crosshair.tscn
└── resources/
├── weapons/
└── pickups/Player Controller
玩家控制器
player.gd:
gdscript
extends CharacterBody3D
@export var speed := 5.0
@export var jump_velocity := 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
@onready var weapon_holder: Node3D = $Camera3D/WeaponHolder
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()player.gd:
gdscript
extends CharacterBody3D
@export var speed := 5.0
@export var jump_velocity := 4.5
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
@onready var camera: Camera3D = $Camera3D
@onready var weapon_holder: Node3D = $Camera3D/WeaponHolder
func _ready() -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y -= gravity * delta
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
var input_dir := Input.get_vector("move_left", "move_right", "move_forward", "move_backward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()Input Map Template
输入映射模板
ini
undefinedini
undefinedAll templates should include these actions:
All templates should include these actions:
[input]
move_left=Keys: A, Left, Gamepad Left
move_right=Keys: D, Right, Gamepad Right
move_up=Keys: W, Up, Gamepad Up
move_down=Keys: S, Down, Gamepad Down
jump=Keys: Space, Gamepad A
interact=Keys: E, Gamepad X
pause=Keys: Escape, Gamepad Start
ui_accept=Keys: Enter, Gamepad A
ui_cancel=Keys: Escape, Gamepad B
undefined[input]
move_left=Keys: A, Left, Gamepad Left
move_right=Keys: D, Right, Gamepad Right
move_up=Keys: W, Up, Gamepad Up
move_down=Keys: S, Down, Gamepad Down
jump=Keys: Space, Gamepad A
interact=Keys: E, Gamepad X
pause=Keys: Escape, Gamepad Start
ui_accept=Keys: Enter, Gamepad A
ui_cancel=Keys: Escape, Gamepad B
undefinedUsage
使用方法
- Copy template structure
- Rename project in
project.godot - Register AutoLoads
- Configure Input Map
- Begin development
- 复制模板结构
- 在中重命名项目
project.godot - 注册AutoLoad脚本
- 配置输入映射
- 开始开发
Reference
参考资料
- GDSkills godot-project-foundations
- GDSkills godot-project-foundations
Related
相关内容
- Master Skill: godot-master
- 核心技能:godot-master