Godot-Claude-Skills enables game developers to automate tasks within the Godot game engine using Claude's AI capabilities. It benefits game developers by streamlining workflows, reducing manual coding, and improving productivity. The skill connects to Godot's scripting environment, allowing for automated asset management, level design, and game logic implementation.
git clone https://github.com/Randroids-Dojo/Godot-Claude-Skills.gitGodot-Claude-Skills enables game developers to automate tasks within the Godot game engine using Claude's AI capabilities. It benefits game developers by streamlining workflows, reducing manual coding, and improving productivity. The skill connects to Godot's scripting environment, allowing for automated asset management, level design, and game logic implementation.
No install command available. Check the GitHub repository for manual installation instructions.
git clone https://github.com/Randroids-Dojo/Godot-Claude-SkillsCopy the install command above and run it in your terminal.
Launch Claude Code, Cursor, or your preferred AI coding agent.
Use the prompt template or examples below to test the skill.
Adapt the skill to your specific use case and workflow.
I'm a game developer working on a [GENRE] game in Godot. I need help with [SPECIFIC TASK, e.g., 'automating enemy AI behavior', 'generating procedural terrain', or 'optimizing shader code']. Can you provide a Godot-compatible script or workflow to accomplish this? Please include explanations of the code and any necessary setup instructions.
# Automated Enemy AI Behavior for Godot
Here's a script to automate enemy AI behavior in your Godot game. This script will make enemies patrol between waypoints, chase the player when detected, and attack when in range.
```gdscript
extends CharacterBody2D
# Waypoints for patrol
var waypoints = []
var current_waypoint = 0
var speed = 200
var chase_speed = 300
var attack_range = 200
var player_detected = false
func _ready():
# Initialize waypoints (replace with your own waypoints)
waypoints = [$Vector2(100, 100), $Vector2(300, 100), $Vector2(300, 300), $Vector2(100, 300)]
func _process(delta):
if player_detected:
chase_player(delta)
else:
patrol(delta)
func patrol(delta):
var target_position = waypoints[current_waypoint]
var direction = (target_position - position).normalized()
velocity = direction * speed
move_and_slide()
# Check if reached waypoint
if position.distance_to(target_position) < 10:
current_waypoint = (current_waypoint + 1) % waypoints.size()
func chase_player(delta):
var player = get_node('/root/Player')
var direction = (player.position - position).normalized()
velocity = direction * chase_speed
move_and_slide()
# Check if player is in attack range
if position.distance_to(player.position) < attack_range:
attack()
func attack():
print("Enemy attacking player!")
# Add your attack logic here
func _on_Player_detected():
player_detected = true
func _on_Player_lost():
player_detected = false
```
## Setup Instructions
1. Attach this script to your enemy scene.
2. Set up waypoints in the `_ready()` function or create them in the scene.
3. Connect the `_on_Player_detected()` and `_on_Player_lost()` signals to your player detection system.
4. Adjust the `speed`, `chase_speed`, and `attack_range` variables to fit your game.
5. Implement your own attack logic in the `attack()` function.AI assistant built for thoughtful, nuanced conversation
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