screen-reader-testing
Test web applications with screen readers including VoiceOver, NVDA, and JAWS. Use when validating screen reader compatibility, debugging accessibility issues,…
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
$ npx -y skills add wshobson/agents --skill godot-gdscript-patterns --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/godot-gdscript-patternsContext preview
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Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
name: godot-gdscript-patterns description: Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
Node: Base building block ├── Scene: Reusable node tree (saved as .tscn) ├── Resource: Data container (saved as .tres) ├── Signal: Event communication └── Group: Node categorization
class_name Player
extends CharacterBody2D
# Signals
signal health_changed(new_health: int)
signal died
# Exports (Inspector-editable)
@export var speed: float = 200.0
@export var max_health: int = 100
@export_range(0, 1) var damage_reduction: float = 0.0
@export_group("Combat")
@export var attack_damage: int = 10
@export var attack_cooldown: float = 0.5
# Onready (initialized when ready)
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var hitbox: Area2D = $Hitbox
# Private variables (convention: underscore prefix)
var _health: int
var _can_attack: bool = true
func _ready() -> void:
_health = max_health
func _physics_process(delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
velocity = direction * speed
move_and_slide()
func take_damage(amount: int) -> void:
var actual_damage := int(amount * (1.0 - damage_reduction))
_health = max(_health - actual_damage, 0)
health_changed.emit(_health)
if _health <= 0:
died.emit()Detailed pattern documentation lives in `references/details.md`. Read that file when the navigation tier above is insufficient.
Production-ready agentic workflow building blocks: 94 plugins, 202 agents, 183 skills, 105 commands — built for Claude Code and consumed natively by OpenAI Codex CLI, Cursor, OpenCode, the Antigravity CLI, GitHub Copilot, and Pi from a single Markdown source.
Repo: wshobson/agents
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