godot-patterns

godot-patterns is a skill for Claude Code from Simone-Tarantino/godot-superpowers. It costs 66 tokens per session (2,807 once invoked), scanned A, original, MIT.

A reference guide for Godot 4.x, a game engine, and GDScript, its scripting language. It covers common code and scene-organisation patterns, signals, automatic loading, animation, input, and migration from Godot 3.x.

In plain words
What is it for?
It helps write or review Godot gameplay code, organise scenes, connect events, use animation, and update older Godot 3.x code.
Why use it?
It gives the coding agent project conventions and current examples when working with Godot scripts and scene files.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit It helps write or review Godot gameplay code, organise scenes, connect events, use animation, and update older Godot 3.x code.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/simone-tarantino/godot-superpowers/godot-patterns
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add Simone-Tarantino/godot-superpowers --skill godot-patterns
Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for godot-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/godot-patterns/github.svg)](https://agentmods.dev/skills/simone-tarantino/godot-superpowers/godot-patterns)
Your own site
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/godot-patterns"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/godot-patterns/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for godot-patterns

Your own site · 80×15
<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/godot-patterns"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/godot-patterns.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,807 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00066 $0.02807
Opus 5 $0.00033 $0.01404
Sonnet 5 $0.00013 $0.00561
Haiku 4.5 $0.00007 $0.00281

Measured 9d ago against content hash c1d78da01324, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

godot-patterns scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 9d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/godot-patterns/SKILL.md · 273 lines

How it starts

The opening of the file, as written. The whole thing — 273 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot 4.x Patterns Reference

Source-of-truth: Godot docs and GDScript style guide.

GDScript style essentials

class_name Player
extends CharacterBody2D

## Player controller. Extends docstring at file top is rendered in editor help.

signal health_changed(old: int, new: int)
signal died

enum State { IDLE, RUN, JUMP, FALL }

const MAX_SPEED := 250.0
const JUMP_VELOCITY := -400.0

@export var max_health: int = 100
@export_range(0.0, 1.0) var move_smoothing: float = 0.15
@export var bullet_scene: PackedScene

var current_health: int
var _state: State = State.IDLE

@onready var _sprite: Sprite2D = $Sprite2D
@onready var _hurtbox: Area2D = %Hurtbox  # unique name access

func _ready() -> void:
    current_health = max_health
    _hurtbox.area_entered.connect(_on_hurtbox_area_entered)

func take_damage(amount: int) -> void:
    var prev := current_health
    current_health = maxi(0, current_health - amount)
    health_changed.emit(prev, current_health)
    if current_health == 0:
        died.emit()

func _on_hurtbox_area_entered(area: Area2D) -> void:
    if area.is_in_group("enemy_hitbox"):
        take_damage(area.damage)

Naming

Item Convention Example
File / folder snake_case player_controller.gd
class_name, classes PascalCase class_name PlayerController
Functions, vars, signals snake_case take_damage, health_changed
Constants CONSTANT_CASE MAX_SPEED
Enum type / members PascalCase / CONSTANT_CASE enum State { IDLE, RUN }
Private leading _ _internal_state
Node names in scene PascalCase PlayerCamera
Signal names past tense health_changed, enemy_killed

Member order (style guide)

@tool / @iconclass_name / extends → docstring → signals → enums → consts → static vars → @export vars → vars → @onready vars → _init_ready → other virtual _* → public methods → private _methods → inner classes.

Read the full file on GitHub · 273 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 9d ago First seen · 273 lines · 66 tokens per session scan A c1d78da01324

Subscribe to this mod's changes

godot-patterns is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 66 tokens to every session and 2,807 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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