跳到正文
cccskills
免费在 GitHub 公开

godot-genre-tower-defense

Expert blueprint for tower defense games (Bloons TD, Kingdom Rush, Fieldrunners) covering wave management, tower targeting logic, path algorithms, economy balance, and mazing mechanics. Use when building TD, lane defense, or tower placement strategy games. Keywords tower defense, wave spawner, pathfinding, targeting priority, mazing, NavigationServer baking.

中文简介正在准备中。当前显示原文说明。

实测评分 未实测

查看安装方法

包含的文件(16)

  • SKILL.md11.4 KB
  • references/architecture-overview.md2.6 KB
  • references/common-pitfalls-extended.md494 B
  • references/elite-technical-patterns.md2.9 KB
  • references/godot-tips.md3.4 KB
  • references/key-mechanics.md661 B
  • references/migration-notes.md3.2 KB
  • scripts/burst_search_tower.gd701 B
  • scripts/grid_path_validator.gd1.0 KB
  • scripts/homing_projectile_3d.gd2.0 KB
  • scripts/organic_enemy_movement.gd316 B
  • scripts/tower_defense_patterns.gd4.5 KB
  • scripts/tower_targeting_system.gd3.7 KB
  • scripts/tower.gd3.4 KB
  • scripts/wave_manager.gd3.7 KB
  • scripts/wave_resource_spawner.gd1.9 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Core Loop

  1. Prepare: Build/upgrade towers with available currency
  2. Wave: Enemies spawn and traverse path toward goal
  3. Defend: Towers auto-target and damage enemies
  4. Reward: Kills grant currency
  5. Escalate: Waves increase in difficulty/complexity

NEVER Do (Expert Anti-Patterns)

Design & Strategy

  • NEVER make all towers have the same niche; strictly ensure distinct specialties: Aura Slow, Armor Piercing, Anti-Air, Burst Sniper, and Splash Damage.
  • NEVER allow a "Death Spiral" with no exit; strictly provide small comeback bonuses or interest on saved gold to prevent early inevitable failure.
  • NEVER make early waves feel like busywork; strictly provide an "Early Call" bonus to skip wait times and accelerate engagement.
  • NEVER trust client-side economy updates; strictly require the authoritative server to validate currency addition and tower purchases in co-op.

Pathing & Placement

  • NEVER allow the player to "Seal" the exit in mazing games; strictly validate path existence with NavigationServer2D.map_get_path() before finalizing tower placement.
  • NEVER use synchronous bake_navigation_polygon() for mazing; strictly offload to a worker thread to prevent 100ms+ frame hitches during placement.
  • NEVER use global coordinates for grid logic; strictly convert to Vector2i/Vector3i to ensure pixel-perfect tower alignment.

Performance & Systems

  • NEVER call get_overlapping_bodies() every frame; strictly use signals (body_entered/body_exited) to maintain a local target cache.
  • NEVER use _process() for projectile movement if count > 500; strictly use the PhysicsServer2D/3D directly for high-performance bullet-hell tiers.
  • NEVER spawn hundreds of projectiles as full Nodes; strictly use Object Pooling to reuse resources and avoid garbage collection stutters.
  • NEVER use standard Strings for priorities; strictly use StringName (&"first", &"strongest") for O(1) hash comparisons in targeting loops.
  • NEVER ignore the progress property on PathFollow nodes; strictly use it as the O(1) way to identify the target closest to exit.
  • NEVER process tower search logic every frame; strictly throttle ACQUIRE searches (e.g., every 5-10 frames) to save significant CPU cycles.
  • NEVER scale Tower CollisionShape non-uniformly; strictly adjust the radius property of the Shape resource to preserve collision math.
  • NEVER delete enemies immediately on death; strictly use set_deferred("disabled", true) and wait one frame to prevent physics server crashes.
  • NEVER hardcode waves in huge switch statements; strictly use Custom Resources (.tres) for clean balancing and sequence editing.

🛠 Expert Components (scripts/)

Original Expert Patterns

  • wave_manager.gd - Professional wave orchestrator with Resource-based enemy composition and cleanup.
  • tower.gd - Base turret class with FSM state management and firing logic.
  • tower_targeting_system.gd - Autonomous priority logic (First/Last/Strongest/Weakest) for efficient targeting.

Modular Components

Decision Trees (MANDATORY script reads)

Path style

StyleApproachScripts / APIs
Fixed lanesPath2D / PathFollow2D progresswave_manager.gd, wave_resource_spawner.gd
MazingSeal-check before placeNavigationServer2D.map_get_path / AStarGrid2D (NEVER)
Organic curvesBezier PathFollow progressPrefer PathFollow over per-frame seek

Targeting priority

PrioritySort keyMANDATORY
FIRSTHighest progress (closest to exit)tower_targeting_system.gd
LASTLowest progresssame — LAST implemented
STRONGEST / WEAKESThealth desc / ascsame — WEAKEST implemented

Use signal-cached range Area enter/exit + frame-sliced acquire (acquire_interval_frames). Never get_overlapping_bodies() every frame.

Economy

ConcernRuleScript
Wave compositionResource .tres waveswave_manager.gd
Co-op purchasesServer validates goldtower_defense_patterns.gd
ComebackInterest / early-call bonusDesign-level — not tower FSM

PhysicsServer Projectile Golden Path

When count > ~500:

  1. MANDATORY tower_defense_patterns.gd spawn_fast_bullet (PhysicsServer3D kinematic RIDs).
  2. Pool RIDs; AoE via intersect_shape; defer collision disable on death.
  3. Modest counts: homing_projectile_3d.gd / pooled Nodes OK.

Tower FSM

MANDATORY: tower.gd for idle → acquire → windup → fire. Targeting stays in tower_targeting_system.gd.

Deep recipes (on demand)

TopicReference / script
Waves / towers / pathsarchitecture-overview.md
Projectile lead & targetingkey-mechanics.md
Maze validation & burst searchelite-technical-patterns.md + grid_path_validator.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

  • Navigation introduction (2D) — NavigationRegion2D baking and map queries for mazing TD path validity.
  • Using NavigationAgents — agent path following and avoidance when towers reshape walkable space.
  • NavigationServer2D — map_get_path seal checks before committing tower placement.
  • AStarGrid2D — integer-grid path probes that simulate build cells without a full nav bake.
  • PathFollow2D — progress / progress_ratio for fixed-lane enemies and First/Last targeting.
  • PathFollow3D — 3D track followers used by wave spawners and homing aim references.
  • Using Area2D — signal-driven range caches (body_entered / body_exited) instead of per-frame overlap polls.
  • Physics introduction — layers/masks so tower ranges hit enemies, not other towers or walls.
  • Using servers — PhysicsServer bodies for high-count projectiles without Node overhead.
  • Resources — WaveDefinition .tres data instead of hard-coded spawn switches.
  • Using multiple threads — WorkerThreadPool / Thread patterns for async navigation rebakes during placement.
  • Using TileMaps — TileMapLayer grids for build cells, paths, and placement snapping.

Related Skills

Prerequisites

Complements

Downstream / consumers

  • godot-genre-rts — base defense and unit-placement loops that reuse path validation and economy pressure.
  • godot-multiplayer-networking — authoritative purchase validation and unreliable minion sync for co-op TD.

Master

  • godot-master — library router and mirrored module entry for cross-skill discovery.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.

中文简介正在准备中。当前显示原文说明。

thedivergentai/Game-Dev-Agentic-Skills8882026年10月17日 更新

查看 thedivergentai 的全部技能

报告此技能的问题