Babysitter godot-gdscript
GDScript programming skill for Godot Engine, including signals, coroutines, and performance optimization.
install
source · Clone the upstream repo
git clone https://github.com/a5c-ai/babysitter
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/a5c-ai/babysitter "$T" && mkdir -p ~/.claude/skills && cp -r "$T/library/specializations/game-development/skills/godot-gdscript" ~/.claude/skills/a5c-ai-babysitter-godot-gdscript && rm -rf "$T"
manifest:
library/specializations/game-development/skills/godot-gdscript/SKILL.mdsource content
Godot GDScript Skill
GDScript programming for Godot Engine development.
Overview
This skill provides capabilities for implementing game logic using GDScript, Godot's Python-like scripting language.
Capabilities
Language Features
- Classes and inheritance
- Signals and connections
- Coroutines with await
- Static typing
Node Interaction
- Scene tree navigation
- Node references
- Group management
- Signal connections
Performance
- Object pooling patterns
- Cache node references
- Optimize loops
- Use typed arrays
Best Patterns
- State machines
- Singletons (autoload)
- Resource management
- Export variables
Prerequisites
- Godot 4.0+
- GDScript knowledge
Usage Patterns
Signal Pattern
class_name Player extends CharacterBody2D signal health_changed(new_health: int) signal died @export var max_health: int = 100 var health: int = max_health func take_damage(amount: int) -> void: health = max(0, health - amount) health_changed.emit(health) if health <= 0: died.emit()
Coroutine Pattern
func spawn_enemies() -> void: for i in range(10): spawn_enemy() await get_tree().create_timer(1.0).timeout
Best Practices
- Use static typing
- Cache node references in _ready
- Use signals for decoupling
- Prefer composition over inheritance
- Profile with built-in profiler