arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
---
name: godot-game-loop-waves
description: Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
---
# Wave Loop: Combat Pacing
> [!NOTE]
> **Resource Context**: This module provides expert patterns for **Wave Loops**. Accessed via Godot Master.
## Architectural Thinking: The "Wave-State" Pattern
A Master implementation treats waves as **Data-Driven Transitions**. Instead of hardcoding spawn counts, use a `WaveResource` to define "Encounters" that the `WaveManager` processes sequentially.
### Core Responsibilities
- **Manager**: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
- **Spawner**: Decoupled nodes that provide spatial context for where enemies appear.
- **Resource**: Immutable data containers that allow designers to rebalance the game without touching code.
## Expert Code Patterns
### 1. The Async Wave Trigger
Use `await` and timers to handle pacing without cluttering the `_process` loop.
```gdscript
# wave_manager.gd snippet
func start_next_wave():
# Delay for juice/prep
await get_tree().create_timer(pre_delay).timeout
wave_started.emit()
_spawn_logic()
```
### 2. Composition-Based Spawning
Manage enemy variety using a Dictionary-based composition strategy in your `WaveResource`.
```gdscript
# wave_resource.gd
@export var compositions: Dictionary = {
"Res://Enemies/Goblin.tscn": 10,
"Res://Enemies/Orc.tscn": 2
}
```
## Master Decision Matrix: Progression
| Pattern | Best For | Logic |
| :--- | :--- | :--- |
| **Linear** | Story missions | Hand-crafted list of `WaveResource`. |
| **Endless** | Survival modes | Code-generated `WaveResource` with multiplier math. |
| **Triggered** | RPG Encounters | Wave starts only when player enters an `Area3D`. |
## NEVER Do
- **NEVER iterate through get_children() to find all enemies** — This is extremely slow. Always add enemies to an "enemies" group and use `get_tree().get_nodes_in_group(&"enemies")` for efficient access.
- **NEVER constantly instantiate() and queue_free() hundreds of enemies** — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
- **NEVER spawn thousands of separate MeshInstance3D nodes for swarms** — This will tank your draw calls. Use `MultiMeshInstance3D` to batch thousands of meshes into a single GPU call.
- **NEVER calculate pathfinding for hundreds of agents on the main thread** — This will freeze your game. Enable `use_async_iterations` on your navigation regions or use `NavigationServer3D.query_path()`.
- **NEVER forget to check is_inside_tree() before adding a child** — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
- **NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs** — They will all share the exact same health/stats. Always call `base_stats.duplicate_deep()` to give each mob its own unique data.
- **NEVER use standard strings for high-frequency group calls** — Always use `StringName` (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.
- **NEVER spawn entities directly inside physics callbacks synchronously** — Instantiating nodes during physics steps can corrupt the physics state. Always use `call_deferred(&"add_child", enemy)`.
- **NEVER leave CollisionShapes on dead enemies active** — Corpses will block towers and navigation. Use `set_deferred("disabled", true)` immediately upon death.
- **NEVER synchronize complex Object types via MultiplayerSynchronizer** — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
- **NEVER auto-start waves without player feedback** — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
- **NEVER hardcode spawn positions at (0,0,0)** — Use `Marker3D` nodes in the editor so you can visually adjust spawn points without digging into code.
- **NEVER check wave completion by counting children every frame** — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
- **NEVER use the same navigation map for every entity type** — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
- **NEVER scale collision shapes non-uniformly for spawners** — This breaks the collision detection math. Adjust the shape resource properties instead.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd)
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
### [wave_manager.gd](scripts/wave_manager.gd)
Orchestrates the timeline, delays between waves, and tracks "Victory" conditions.
### [wave_resource.gd](scripts/wave_resource.gd)
Data containers for wave compositions and difficulty settings.
---
name: godot-game-loop-waves
description: Expert patterns for managing combat waves, difficulty scaling, and automated enemy spawning in Godot 4. Use when building wave-based shooters, tower defense, or arena games.
---
# Wave Loop: Combat Pacing
> [!NOTE]
> **Resource Context**: This module provides expert patterns for **Wave Loops**. Accessed via Godot Master.
## Architectural Thinking: The "Wave-State" Pattern
A Master implementation treats waves as **Data-Driven Transitions**. Instead of hardcoding spawn counts, use a `WaveResource` to define "Encounters" that the `WaveManager` processes sequentially.
### Core Responsibilities
- **Manager**: Orchestrates the timeline. Handles delays between waves and tracks "Victory" conditions (all enemies dead).
- **Spawner**: Decoupled nodes that provide spatial context for where enemies appear.
- **Resource**: Immutable data containers that allow designers to rebalance the game without touching code.
## Expert Code Patterns
### 1. The Async Wave Trigger
Use `await` and timers to handle pacing without cluttering the `_process` loop.
```gdscript
# wave_manager.gd snippet
func start_next_wave():
# Delay for juice/prep
await get_tree().create_timer(pre_delay).timeout
wave_started.emit()
_spawn_logic()
```
### 2. Composition-Based Spawning
Manage enemy variety using a Dictionary-based composition strategy in your `WaveResource`.
```gdscript
# wave_resource.gd
@export var compositions: Dictionary = {
"Res://Enemies/Goblin.tscn": 10,
"Res://Enemies/Orc.tscn": 2
}
```
## Master Decision Matrix: Progression
| Pattern | Best For | Logic |
| :--- | :--- | :--- |
| **Linear** | Story missions | Hand-crafted list of `WaveResource`. |
| **Endless** | Survival modes | Code-generated `WaveResource` with multiplier math. |
| **Triggered** | RPG Encounters | Wave starts only when player enters an `Area3D`. |
## NEVER Do
- **NEVER iterate through get_children() to find all enemies** — This is extremely slow. Always add enemies to an "enemies" group and use `get_tree().get_nodes_in_group(&"enemies")` for efficient access.
- **NEVER constantly instantiate() and queue_free() hundreds of enemies** — This causes garbage collection stutters. Use an object pool to reuse existing enemy instances.
- **NEVER spawn thousands of separate MeshInstance3D nodes for swarms** — This will tank your draw calls. Use `MultiMeshInstance3D` to batch thousands of meshes into a single GPU call.
- **NEVER calculate pathfinding for hundreds of agents on the main thread** — This will freeze your game. Enable `use_async_iterations` on your navigation regions or use `NavigationServer3D.query_path()`.
- **NEVER forget to check is_inside_tree() before adding a child** — If the spawner is queued for deletion, adding a child will crash. Always verify the spawner is still active in the tree.
- **NEVER assign a preloaded resource (like stats.tres) directly to spawned mobs** — They will all share the exact same health/stats. Always call `base_stats.duplicate_deep()` to give each mob its own unique data.
- **NEVER use standard strings for high-frequency group calls** — Always use `StringName` (&"enemies", &"take_damage") for optimal hash performance and to avoid unnecessary string allocations.
- **NEVER spawn entities directly inside physics callbacks synchronously** — Instantiating nodes during physics steps can corrupt the physics state. Always use `call_deferred(&"add_child", enemy)`.
- **NEVER leave CollisionShapes on dead enemies active** — Corpses will block towers and navigation. Use `set_deferred("disabled", true)` immediately upon death.
- **NEVER synchronize complex Object types via MultiplayerSynchronizer** — It only supports primitive types. For complex data, sync a UID or ID and look up the data locally on the client.
- **NEVER auto-start waves without player feedback** — Always provide a UI countdown, a visual "Wave Incoming" effect, or a start button to maintain player agency.
- **NEVER hardcode spawn positions at (0,0,0)** — Use `Marker3D` nodes in the editor so you can visually adjust spawn points without digging into code.
- **NEVER check wave completion by counting children every frame** — It's too expensive. Maintain a local counter or use a signal-based system to track active enemy counts.
- **NEVER use the same navigation map for every entity type** — If you have flying and walking enemies, use separate navigation maps to prevent pathing issues.
- **NEVER scale collision shapes non-uniformly for spawners** — This breaks the collision detection math. Adjust the shape resource properties instead.
---
## Available Scripts
> **MANDATORY**: Read the appropriate script before implementing the corresponding pattern.
### [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd)
10 Expert patterns: MultiMesh swarms, async pathfinding, background preloading, and server-side physics mobs.
### [wave_manager.gd](scripts/wave_manager.gd)
Orchestrates the timeline, delays between waves, and tracks "Victory" conditions.
### [wave_resource.gd](scripts/wave_resource.gd)
Data containers for wave compositions and difficulty settings.
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.