Installable skillMIT

Collection Game Loops

Use when implementing collection quests, scavenger hunts, or "find all X" objectives.

BY ahmet-cetinkayaUPDATED Oct 27, 2026
INTENDED FOR✳Claude Code>_Codex↗Cursor◎ChatGPTInstall in a listed agent.

instructions.md

---
name: godot-game-loop-collection
description: Use when implementing collection quests, scavenger hunts, or "find all X" objectives.
---

# Collection Game Loops

## Overview
This skill provides a standardized framework for "Collection Loops" – gameplay objectives where the player must find and gather a specific set of items (e.g., hidden eggs, data logs, coins).

## NEVER Do

- **NEVER use free() to destroy an active state node or level** — This can cause crashes if the node is still processing. Always use `queue_free()` to safely dispose of it at the end of the frame.
- **NEVER calculate physics-dependent game state in _process()** — Movement and precise collisions must happen in `_physics_process()` to stay synced with the engine's fixed timestep.
- **NEVER execute heavy state transitions (like loading massive levels) synchronously** — Calling `load()` on a huge scene stalls the main thread. Use `ResourceLoader.load_threaded_request()`.
- **NEVER use exact floating-point equality (==) for time-based states** — Floating-point errors will eventually cause missed triggers. Use `is_equal_approx()` or relative comparisons.
- **NEVER manipulate the active SceneTree from a background thread** — The SceneTree is not thread-safe. Use `call_deferred()` to push results back to the main thread.
- **NEVER rely on a monolithic "GameManager" with hardcoded absolute paths** — This creates tight coupling. Use groups, signals, and exported references for a modular architecture.
- **NEVER assume child nodes are ready before their parent** — `_ready()` executes from bottom-to-top. If you need child references, use `@onready` or `await ready`.
- **NEVER use string-based signals for critical state transitions** — Avoid `connect("signal", _on_func)`. Use the Signal object syntax (`signal.connect(_on_func)`) for compile-time validation.
- **NEVER poll for input state every frame for discrete menu events** — Use the `_unhandled_input()` callback to cleanly intercept events without wasting CPU cycles in `_process()`.
- **NEVER crash the engine intentionally via CRASH_NOW_MSG** — Regular state handling should always recover gracefully. Crashing is for unrecoverable internal engine failures.
- **NEVER hardcode spawn positions in code** — Always use `Marker3D` or `CollisionShape3D` nodes in the scene so designers can adjust layout without touching code.
- **NEVER neglect "juice" before an item disappears** — Immediate `queue_free()` feels dry. Always spawn particles or play a sound before removal.
- **NEVER use global variables for local collection progress** — Keep counts encapsulated within the `CollectionManager` and emit signals to update the UI.
- **NEVER leave orphaned nodes in the tree during state swaps** — Always ensure the previous level/state is properly queued for deletion before instantiating the new one.
- **NEVER scale collision shapes non-uniformly for collectibles** — This breaks collision detection math. Adjust the internal shape resource properties instead.

---

## Available Scripts

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

### [collection_loop_patterns.gd](scripts/collection_loop_patterns.gd)
Collection of 10 expert patterns: Custom MainLoop extensions, deferred scene switching, threaded loading, and frame throttling.

### [collection_manager.gd](scripts/collection_manager.gd)
The central brain of the hunt. Tracks progress and manages completion signals.
COMPATIBILITY & REFERENCES

Platform guidance

Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.