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/godot-master

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Consolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns. Use when: (1) starting a new Godot project, (2) designing game or app architecture, (3) building entity/component systems, (4) debugging performance or physics issues, (5) choosing between 2D/3D approaches, (6) implementing multiplayer, (7) optimizing draw calls or script time, (8) porting between platforms, (9) migrating from 4.6 to 4.7. Primary entry point for ALL Godot development tasks. Keywords: Godot 4.7, AreaLight3D, HDR, Asset Store, godot-master.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-master

This session only. Nothing lands on disk.

referencesgenre-card-game.md

≈2.9k tokens on demand. Your agent reads this file only when SKILL.md points to it.

NEVER Do (Expert Anti-Patterns)

Logic & Architecture

  • NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in Callable objects or Command resources pushed to a LIFO stack.
  • NEVER perform board-state calculations (Power/Toughness) in _process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
  • NEVER forget LIFO Stack Resolution; strictly use Array.push_back() and Array.pop_back() to resolve reactions from top-to-bottom.

UX & Animation

  • NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
  • NEVER allow instant card "teleportation" between piles; strictly use create_tween() / tween_property chains (0.2s+) for pile moves.
  • NEVER use global_position for cards in hand; strictly position them using a Curve2D layout with sample_baked() for smooth arcs.

Deck & State Management

  • NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
  • NEVER use floating point numbers for discrete card stats; strictly use int for Costs, Attack, and Health to avoid precision drift.
  • NEVER use standard Control nodes for mass tokens/battlefields; strictly use _draw() custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
  • NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via queue_redraw().
  • NEVER erase array elements during a standard for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
  • NEVER forget to provide parameterless constructors in _init(); otherwise, Resources will fail to load in the Inspector.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. card_effect_resolution.gd — LIFO effect stack (push_back / pop_back)
  2. card_tween_manager.gd — interruptible pile/hand Tweens (no teleports)
  3. card_data_resource.gd — Inspector-safe Resource card definitions

Original Expert Patterns

Modular Components


Core Loop

  1. Draw → 2. Evaluate → 3. Play → 4. Resolve (LIFO stack) → 5. Discard/End

Decision Trees

Effect stack

Need Action
Nested reactions / counters MANDATORY card_effect_resolution.gd — LIFO only (pop_back)
FIFO sequential animations only Rare; keep a separate queue — do not reuse the reaction stack

Hand & board

Need Action
Arc hand layout Curve2D.sample_baked + card_tween_manager.gd
Drag targeting card_drag_drop.gd
Dense boards (100+ icons) _draw() / board_state_dictionary.gd — not Control-per-token

Data

Need Action
Card definitions MANDATORY card_data_resource.gd (parameterless _init)
Deck RNG deck_shuffle_bag.gd
Turn phases turn_state_machine.gd

Skill Chain

Phase Skills Purpose
1. Data resources, custom-resources Card properties (Cost, Type, Effect)
2. UI control-nodes, layout-containers Hand layout, tooltips
3. Input drag-and-drop, state-machines Targeting, hovering
4. Logic command-pattern, signals LIFO stack, turn phases
5. Polish godot-tweening, shaders Draw juice, foils

Common Pitfalls

Pitfall Solution
FIFO pop_front on reaction stack Use LIFO pop_back in card_effect_resolution.gd
Instant pile snaps Tween via card_tween_manager.gd
Float ATK/HP Use int stats on Resources

Elite notes (optional polish)

  • Holographic foil: UV scroll shader on card Control — not required for stack correctness.
  • Card history: signal bus logger for replay/debug; keep off the hot resolve path.

Expert knowledge (on demand)

LLM-ignorance rule: If a general agent would not know it before reading, load the reference — never delete expert deltas.

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Resources — CardData as .tres Resources so designers edit cost/stats without touching UI scripts.
  • GDScript exports — @export / @export_group patterns that drive Inspector-authored card definitions.
  • Control — _get_drag_data / _can_drop_data / _drop_data and set_drag_preview for native card drag-and-drop.
  • Custom GUI controls — building interactive card faces with _gui_input, mouse_filter, and _draw for dense boards.
  • Size and anchors — anchoring hand/board zones so layouts survive resolution changes.
  • Using Containers — when HBox/Grid help deck-builder grids vs manual hand arcing.
  • Tween — interruptible create_tween() / tween_property juice for draw, play, and discard moves.
  • Beziers, curves and paths — math behind arcing hand layouts instead of circular fudge factors.
  • Curve2D — sample_baked() for smooth non-circular fan positions and rotations.
  • Random number generation — seeded RNG and shuffle-bag fairness for draw piles.
  • Using signals — Resource changed and effect-stack signals that keep UI reactive without _process polling.
  • Your first 2D shader — canvas_item foil/rarity shaders on card faces.

Related Skills

Prerequisites
  • godot-project-foundations — scene tree, Autoloads, and import basics before wiring DeckManager and card scenes.
  • godot-resource-data-patterns — .tres ownership, duplication, and emit_changed so match buffs never leak into authored card files.
  • godot-gdscript-mastery — typed Arrays, Callables/Commands, and match phases used by effect stacks and turn machines.
  • godot-ui-containers — Control layout, anchors, and mouse_filter habits required for hand/board hit-testing.
Complements
  • godot-tweening — kill/parallel Tween patterns so rapid plays do not teleport or stack dead tweens.
  • godot-signal-architecture — bus/signal graphs for draw, play, resolve, and discard without UI owning game rules.
  • godot-input-handling — pointer vs action maps when cards share the viewport with keyboard shortcuts and accessibility drag.
  • godot-turn-system — Draw/Main/Combat/End phase ownership that this skill's turn state machine plugs into.
  • godot-shaders-basics — canvas_item rarity foils and highlight materials beyond the skill's starter hologram snippet.
Downstream / consumers
  • godot-monte-carlo-balancer — simulate mulligans, mana curves, and win-rate vs cost/power so card stats stay fair under RNG.
  • godot-genre-roguelike — run-based deckbuilders that consume CardData, shops, and per-act draft pools.
  • godot-inventory-system — collection/deck-builder UIs that persist owned cards separately from the in-match piles.
  • godot-ability-system — keyword/status effects (Poison, Taunt, Shield) resolved as reusable ability resources on the stack.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

Source: SKILL.md on GitHub

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    The godot-master skill is a comprehensive expert library for Godot 4.7+ development. it provides architectural frameworks, anti-pattern catalogs, and automation scripts for build orchestration, project auditing, and visual QA. The skill demonstrates high security awareness by instructing agents on the safe use of risky engine APIs and recommending the use of boundary markers when processing untrusted scene data. No malicious patterns or unauthorized exfiltration vectors were detected.

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