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Use when building reusable node components — composition patterns, component communication, and interface design

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Use when building reusable node components — composition patterns, component communication, and interface design

SKILL.md

component-system.SKILL.md
name: component-system
description: Use when building reusable node components — composition patterns, component communication, and interface design

Component System in Godot 4.3+

Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.

> **Related skills:** **scene-organization** for scene tree composition, **event-bus** for decoupled component communication, **resource-pattern** for data-driven component configuration, **physics-system** for Area2D/3D overlap detection and collision shapes, **ability-system** for an AbilityComponent example built on this pattern.

---

1. Why Components

| Problem with inheritance | How components solve it | |--------------------------|-------------------------| | Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job | | Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior | | Adding a new combination means a new subclass | Mix and match components freely at the scene level |

Key benefits:

  • **Reuse across entities** — a `HealthComponent` works on a player, an enemy, a destructible crate, or a boss with no code changes.
  • **Separation of concerns** — damage detection, health tracking, and state animation are each their own file. Debugging is local.
  • **Mix-and-match behaviors** — give an enemy a `HitboxComponent` and a `PatrolComponent` independently. Removing one does not affect the other.

---

2. Component Design Rules

1. **One responsibility per component.** If you find yourself naming it `HealthAndShieldAndRegenComponent`, split it. 2. **Communicate via signals, not direct sibling access.** A component must not call `get_parent().get_node("SiblingComponent")`. Emit a signal instead. 3. **Stateless where possible.** Prefer deriving state from inputs and `@export` configuration over storing mutable state. When state is necessary, keep it private. 4. **Use `@export` for all configuration.** Damage amount, cooldown duration, and layer masks belong in the Inspector, not hardcoded constants.

---

3. Common Components

| Component | Purpose | Key Signals | |---|---|---| | `HealthComponent` | Tracks current and max HP, applies damage and healing | `health_changed(current, maximum)`, `died` | | `HitboxComponent` | Detects overlapping hurtboxes and triggers damage | `hit(target_hurtbox)` | | `HurtboxComponent` | Receives hits, routes damage to `HealthComponent` | `hurt(damage_amount)` | | `InteractableComponent` | Marks an entity as interactable and fires on player overlap | `interacted(interactor)` | | `StateMachineComponent` | Delegates `_process` and `_physics_process` to child state nodes | `state_changed(from, to)` |

---

4. HitboxComponent

Attach to any entity that deals damage. Configure `damage` in the Inspector.

GDScript (`hitbox_component.gd`)

class_name HitboxComponent
extends Area2D

## Damage dealt to the target hurtbox on contact.
@export var damage: int = 10

## Minimum seconds between successive hits (0 = no cooldown).
@export var cooldown_duration: float = 0.5

signal hit(target_hurtbox: HurtboxComponent)

var _on_cooldown: bool = false

@onready var _cooldown_timer: Timer = _build_timer()


func _ready() -> void:
	area_entered.connect(_on_area_entered)


func _on_area_entered(area: Area2D) -> void:
	if _on_cooldown:
		return
	if area is not HurtboxComponent:
		return
	hit.emit(area)
	area.receive_hit(damage)
	if cooldown_duration > 0.0:
		_on_cooldown = true
		_cooldown_timer.start(cooldown_duration)


func _on_cooldown_timeout() -> void:
	_on_cooldown = false


func _build_timer() -> Timer:
	var t := Timer.new()
	t.one_shot = true
	t.timeout.connect(_on_cooldown_timeout)
	add_child(t)
	return t

C# (`HitboxComponent.cs`)

using Godot;

public partial class HitboxComponent : Area2D
{
    /// <summary>Damage dealt to the target hurtbox on contact.</summary>
    [Export] public int Damage { get; set; } = 10;

    /// <summary>Minimum seconds between successive hits (0 = no cooldown).</summary>
    [Export] public float CooldownDuration { get; set; } = 0.5f;

    [Signal] public delegate void HitEventHandler(HurtboxComponent targetHurtbox);

    private bool _onCooldown;
    private Timer _cooldownTimer;

    public override void _Ready()
    {
        _cooldownTimer = new Timer { OneShot = true };
        _cooldownTimer.Timeout += OnCooldownTimeout;
        AddChild(_cooldownTimer);

        AreaEntered += OnAreaEntered;
    }

    private void OnAreaEntered(Area2D area)
    {
        if (_onCooldown) return;
        if (area is not HurtboxComponent hurtbox) return;

        EmitSignal(SignalName.Hit, hurtbox);
        hurtbox.ReceiveHit(Damage);

        if (CooldownDuration > 0f)
        {
            _onCooldown = true;
            _cooldownTimer.Start(CooldownDuration);
        }
    }

    private void OnCooldownTimeout() => _onCooldown = false;
}

---

5. HurtboxComponent

Attach to any entity that can take damage. Wire it to a sibling `HealthComponent` via `@export`.

GDScript (`hurtbox_component.gd`)

class_name HurtboxComponent
extends Area2D

## Reference to the HealthComponent on the same entity.
@export var health_component: HealthComponent

## Invincibility frame duration in seconds (0 = none).
@export var invincibility_duration: float = 0.0

signal hurt(damage_amount: int)

var _invincible: bool = false

@onready var _iframes_timer: Timer = _build_timer()


func receive_hit(damage: int) -> void:
	if _invincible:
		return
	hurt.emit(damage)
	if health_component:
		health_component.take_damage(damage)
	if invincibility_duration > 0.0:
		_invincible = true
		_iframes_timer.start(invincibility_duration)


func _on_iframes_timeout() -> void:
	_invincible = false


func _build_timer() ->
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