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godot-game-loop-harvest戈多游戏循环收获

Agent Skill

godot-game-loop-harvest 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,001

周安装

43

GitHub Stars

137

下载量

351
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-game-loop-harvest(戈多游戏循环收获)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-game-loop-harvest
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-harvest
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-game-loop-harvest

简介

godot-game-loop-harvest 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装并使用该技能。
  • 安装前需确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

SKILL.md

Godot Game Loop: Harvest

Implement decoupled, data-driven gathering mechanics. This system handles tool validation, depletion, and respawning.

1. Component Reference

ComponentAssetDescription
Resource Dataresource_data.gdResource: Defines health, yield, and tool requirements.
Tool Dataharvest_tool_data.gdResource: Defines damage, type, and tier.
Harvestable Nodeharvestable_node.gdStaticBody3D: The world interaction entity.
Respawn Managerharvest_respawn_manager.gdNode: (Singleton) Manages world persistence.
Inventory Managerharvest_inventory_manager.gdNode: Hub for resource collection.

2. Implementation Guide

Step 1: Resource Setup

  • Create a HarvestResourceData resource in the inspector.
  • Configure Required Tool Type (e.g., "pickaxe", "axe") and Required Tier.
  • Set Yield Range (Vector2i) and optional Item Scene for physical drops.

Step 2: Node Configuration

  • Attach harvestable_node.gd to a StaticBody3D node.
  • Assign the ResourceData from Step 1.
  • Assign a child Node3D (e.g., a Mesh) to mesh_to_shake for visual feedback.
  • Physics: Ensure the node is on Layer 1 for interaction.

Step 3: Global Systems (Recommended)

  • Add harvest_respawn_manager.gd as an Autoload named HarvestRespawnManager.
  • The HarvestableNode will automatically use this manager if it is found at /root/HarvestRespawnManager.

3. Interaction & Signals

Calling Hits

When a player interacts (e.g., via RayCast), call apply_hit(tool_data).

if collider is HarvestableNode:
    collider.apply_hit(player_tool)

Signal Map

SignalPayloadIntegration
harvested(data, amount)Connect to InventoryManager.add_resource.
took_damage(curr, max)Connect to a Progress Bar or Damage Popups.
interaction_failed(reason: String)Handles "wrong_tool" or "low_tier" UI feedback.

NEVER Do

  • NEVER use float variables to store massively accumulated harvest resources — Large floats lose precision, which can lead to "missing" resources in idle/clicker games. Always use int for core counts.
  • NEVER process gathering logic in _process() without multiplying rates by delta — If you don't use delta, the harvesting speed will fluctuate wildly based on the player's hardware performance/framerate.
  • NEVER run heavy array mathematics for thousands of resources on the main thread — This will cause micro-stutters. Distribute heavy calculations using WorkerThreadPool.
  • NEVER leave a gathering game running at full GPU utilization — For UI-heavy harvest games, enable OS.low_processor_usage_mode to drastically reduce battery drain on mobile/laptops.
  • NEVER trust OS.get_ticks_msec() for offline progress — This only tracks system uptime. Rely on Time.get_unix_time_from_system() to calculate real-world time passed between sessions.
  • NEVER use Timer nodes for precise audio-visual harvesting synchronization — Timer nodes are subject to framerate variations. For frame-perfect sync, use code-based timers or the animation system.
  • NEVER couple your resource logic directly to UI counters — Use a signal bus or event system to notify the UI of changes, keeping the game logic decoupled from the presentation.
  • NEVER constantly instantiate and destroy Label nodes for "floating numbers" — Frequent allocation/deallocation leads to memory fragmentation. Use an object pool for damage/harvest popups.
  • NEVER modify a globally shared Resource without calling duplicate() — If you modify a shared Resource (like a base crop yield), every instance using that resource will be updated. Use duplicate(true).
  • NEVER access shared harvest data from background threads without a Mutex — Simultaneous access will eventually corrupt your inventory data. Always use a Mutex to lock sensitive blocks.
  • NEVER hardcode yield values in your gathering scripts — Use exports and custom Resource files so designers can balance the economy without touching the code.
  • NEVER use queue_free() on a harvested node before the VFX/SFX finish — You'll cut off the "juice." Hide the mesh and disable collision, then queue_free() once the effect signals completion.
  • NEVER check tool requirements via string comparisons if possible — Use enums or class types. Strings are prone to typos and are slower for high-frequency checks.
  • NEVER neglect to save the UNIX timestamp on exit — If you forget this, you lose the ability to calculate offline earnings when the player returns.
  • NEVER scale collision shapes non-uniformly for harvestable objects — This breaks the underlying physics calculations. Adjust the shape resource dimensions instead.

Available Scripts

MANDATORY: Read the appropriate script before implementing the corresponding pattern.

harvest_loop_patterns.gd

Expert patterns for idle optimization, UNIX-based offline gains, and threaded resource processing.

resource_data.gd

Resource container: Defines health, yield, and tool requirements for a harvestable object.

harvestable_node.gd

StaticBody3D: The world interaction entity that handles hits, shakes, and depletion.

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.5%
按下载量换算128

Claude

29.58%
按下载量换算104

Cursor

19.52%
按下载量换算69

Gemini CLI

10.85%
按下载量换算38

安全审计

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通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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