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Component System

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jame581
component-system

Use when building reusable node components — composition patterns, component communication, and interface design

Overview

Publisherjame581
RepositoryGodotPrompter
Skill namecomponent-system
Stars
808
Forks
47
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by jame581 on GitHub. Read the source before you install it.

Installation

Install the Component System AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/jame581/GodotPrompter/tree/master/skills/component-system
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/jame581/GodotPrompter.git /tmp/GodotPrompter
mkdir -p .claude/skills
cp -r /tmp/GodotPrompter/skills/component-system .claude/skills/component-system
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Component System in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Component System on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Component System is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Component System in Godot 4.3+

Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: scene-organization for scene tree composition, event-bus for decoupled component communication, resource-pattern for data-driven component configuration, physics-system for Area2D/3D overlap detection and collision shapes, ability-system for an AbilityComponent example built on this pattern.


1. Why Components

Problem with inheritanceHow components solve it
Deep chains are brittle — change one class, break manyEach component is an isolated scene with a single job
Sharing behavior across unrelated entities requires awkward base classesDrop a component onto any entity that needs that behavior
Adding a new combination means a new subclassMix and match components freely at the scene level

Key benefits:

  • Reuse across entities — a HealthComponent works on a player, an enemy, a destructible crate, or a boss with no code changes.
  • Separation of concerns — damage detection, health tracking, and state animation are each their own file. Debugging is local.
  • Mix-and-match behaviors — give an enemy a HitboxComponent and a PatrolComponent independently. Removing one does not affect the other.

2. Component Design Rules

  1. One responsibility per component. If you find yourself naming it HealthAndShieldAndRegenComponent, split it.
  2. Communicate via signals, not direct sibling access. A component must not call get_parent().get_node("SiblingComponent"). Emit a signal instead.
  3. Stateless where possible. Prefer deriving state from inputs and @export configuration over storing mutable state. When state is necessary, keep it private.
  4. Use @export for all configuration. Damage amount, cooldown duration, and layer masks belong in the Inspector, not hardcoded constants.

3. Common Components

ComponentPurposeKey Signals
HealthComponentTracks current and max HP, applies damage and healinghealth_changed(current, maximum), died
HitboxComponentDetects overlapping hurtboxes and triggers damagehit(target_hurtbox)
HurtboxComponentReceives hits, routes damage to HealthComponenthurt(damage_amount)
InteractableComponentMarks an entity as interactable and fires on player overlapinteracted(interactor)
StateMachineComponentDelegates _process and _physics_process to child state nodesstate_changed(from, to)

4. HitboxComponent

Attach to any entity that deals damage. Configure damage in the Inspector.

GDScript (hitbox_component.gd)

gdscript
class_name HitboxComponent
extends Area2D

## Damage dealt to the target hurtbox on contact.
@export var damage: int = 10

## Minimum seconds between successive hits (0 = no cooldown).
@export var cooldown_duration: float = 0.5

signal hit(target_hurtbox: HurtboxComponent)

var _on_cooldown: bool = false

@onready var _cooldown_timer: Timer = _build_timer()


func _ready() -> void:
	area_entered.connect(_on_area_entered)


func _on_area_entered(area: Area2D) -> void:
	if _on_cooldown:
		return
	if area is not HurtboxComponent:
		return
	hit.emit(area)
	area.receive_hit(damage)
	if cooldown_duration > 0.0:
		_on_cooldown = true
		_cooldown_timer.start(cooldown_duration)


func _on_cooldown_timeout() -> void:
	_on_cooldown = false


func _build_timer() -> Timer:
	var t := Timer.new()
	t.one_shot = true
	t.timeout.connect(_on_cooldown_timeout)
	add_child(t)
	return t

C# (HitboxComponent.cs)

csharp
using Godot;

public partial class HitboxComponent : Area2D
{
    /// <summary>Damage dealt to the target hurtbox on contact.</summary>
    [Export] public int Damage { get; set; } = 10;

    /// <summary>Minimum seconds between successive hits (0 = no cooldown).</summary>
    [Export] public float CooldownDuration { get; set; } = 0.5f;

    [Signal] public delegate void HitEventHandler(HurtboxComponent targetHurtbox);

    private bool _onCooldown;
    private Timer _cooldownTimer;

    public override void _Ready()
    {
        _cooldownTimer = new Timer { OneShot = true };
        _cooldownTimer.Timeout += OnCooldownTimeout;
        AddChild(_cooldownTimer);

        AreaEntered += OnAreaEntered;
    }

    private void OnAreaEntered(Area2D area)
    {
        if (_onCooldown) return;
        if (area is not HurtboxComponent hurtbox) return;

        EmitSignal(SignalName.Hit, hurtbox);
        hurtbox.ReceiveHit(Damage);

        if (CooldownDuration > 0f)
        {
            _onCooldown = true;
            _cooldownTimer.Start(CooldownDuration);
        }
    }

    private void OnCooldownTimeout() => _onCooldown = false;
}

5. HurtboxComponent

Attach to any entity that can take damage. Wire it to a sibling HealthComponent via @export.

GDScript (hurtbox_component.gd)

gdscript
class_name HurtboxComponent
extends Area2D

## Reference to the HealthComponent on the same entity.
@export var health_component: HealthComponent

## Invincibility frame duration in seconds (0 = none).
@export var invincibility_duration: float = 0.0

signal hurt(damage_amount: int)

var _invincible: bool = false

@onready var _iframes_timer: Timer = _build_timer()


func receive_hit(damage: int) -> void:
	if _invincible:
		return
	hurt.emit(damage)
	if health_component:
		health_component.take_damage(damage)
	if invincibility_duration > 0.0:
		_invincible = true
		_iframes_timer.start(invincibility_duration)


func _on_iframes_timeout() -> void:
	_invincible = false


func _build_timer() -> Timer:
	var t := Timer.new()
	t.one_shot = true
	t.timeout.connect(_on_iframes_timeout)
	add_child(t)
	return t

C# (HurtboxComponent.cs)

csharp
using Godot;

public partial class HurtboxComponent : Area2D
{
    /// <summary>Reference to the HealthComponent on the same entity.</summary>
    [Export] public HealthComponent HealthComponent { get; set; }

    /// <summary>Invincibility frame duration in seconds (0 = none).</summary>
    [Export] public float InvincibilityDuration { get; set; } = 0f;

    [Signal] public delegate void HurtEventHandler(int damageAmount);

    private bool _invincible;
    private Timer _iframesTimer;

    public override void _Ready()
    {
        _iframesTimer = new Timer { OneShot = true };
        _iframesTimer.Timeout += OnIframesTimeout;
        AddChild(_iframesTimer);
    }

    public void ReceiveHit(int damage)
    {
        if (_invincible) return;

        EmitSignal(SignalName.Hurt, damage);
        HealthComponent?.TakeDamage(damage);

        if (InvincibilityDuration > 0f)
        {
            _invincible = true;
            _iframesTimer.Start(InvincibilityDuration);
        }
    }

    private void OnIframesTimeout() => _invincible = false;
}

6. Component Communication

Components must not call methods on siblings directly. Use signals to keep them decoupled.

┌─────────────────────────────────────────────────────┐
│  Entity (CharacterBody2D)                            │
│                                                      │
│  ┌──────────────┐    hit(hurtbox)                    │
│  │ HitboxComponent ──────────────────────────────┐  │
│  └──────────────┘                                 │  │
│                                                   ▼  │
│                              ┌─────────────────────┐ │
│                              │  HurtboxComponent   │ │
│                              │  receive_hit(dmg)   │ │
│                              │  ──── calls ──────► │ │
│                              │  HealthComponent    │ │
│                              │  .take_damage(dmg) │ │
│                              └────────┬────────────┘ │
│                                       │              │
│                              health_changed / died   │
│                                       │              │
│                              ┌────────▼────────────┐ │
│                              │  HealthComponent    │ │
│                              │  emits: died        │ │
│                              └─────────────────────┘ │
└─────────────────────────────────────────────────────┘

Flow explained:

  1. HitboxComponent detects an overlapping HurtboxComponent via area_entered.
  2. It emits hit(target_hurtbox) (for the entity's own logic, e.g. playing a sound) and calls target_hurtbox.receive_hit(damage) — the only cross-component call, and it targets the direct interface of the hurtbox, not a sibling.
  3. HurtboxComponent.receive_hit() emits hurt(damage_amount) for animation/VFX, then calls health_component.take_damage(damage) on its explicitly wired reference.
  4. HealthComponent.take_damage() updates HP and emits health_changed or died. Listeners (UI, GameManager, etc.) connect to those signals without touching the combat components.

7. Wiring Components

Three patterns in order of preference:

@export NodePath — most flexible, works across the scene tree

gdscript
# hurtbox_component.gd
@export var health_component: HealthComponent

# Inspector: drag the HealthComponent node into the slot.

Gotcha: @export node references are wired via the editor inspector. If you build scenes programmatically or hand-write .tscn files, the reference may be null at runtime. In that case, wire it explicitly in the parent's _ready():

gdscript
hurtbox.health_component = health_component

@onready direct child — simple when the component is a known child

gdscript
# enemy.gd
@onready var health: HealthComponent = $HealthComponent
@onready var hurtbox: HurtboxComponent = $HurtboxComponent

get_node pattern — when the path is dynamic or optional

gdscript
func _ready() -> void:
	var health := get_node_or_null("HealthComponent") as HealthComponent
	if health:
		health.died.connect(_on_died)

Prefer @export when the wired node lives elsewhere in the tree. Prefer @onready for direct children that are always present. Use get_node_or_null when the component is optional.

C# parity

csharp
// Pattern 1: [Export] property — drag-and-drop in the Inspector.
public partial class HurtboxComponent : Area3D
{
    [Export] public HealthComponent Health { get; set; }
}

// Pattern 2: GetNode<T> for a known child path (equivalent to @onready var x := $Path).
public partial class Enemy : CharacterBody3D
{
    private HealthComponent _health;
    private HurtboxComponent _hurtbox;

    public override void _Ready()
    {
        _health = GetNode<HealthComponent>("HealthComponent");
        _hurtbox = GetNode<HurtboxComponent>("HurtboxComponent");
        _health.Died += QueueFree;
    }
}

// Pattern 3: GetNodeOrNull<T> when the component is optional (equivalent to get_node_or_null).
public partial class Pickup : Node3D
{
    public override void _Ready()
    {
        var health = GetNodeOrNull<HealthComponent>("HealthComponent");
        if (health != null)
            health.Died += OnDied;
    }

    private void OnDied() { /* ... */ }
}

8. Finding Components at Runtime

Use a static utility to locate the first component of a given type on any entity. This avoids hardcoding node names across different entity scenes.

GDScript (component_utils.gd)

gdscript
class_name ComponentUtils


## Returns the first child of [param entity] that is an instance of [param component_type],
## or null if none is found.
static func get_component(entity: Node, component_type: GDScript) -> Node:
	for child in entity.get_children():
		if is_instance_of(child, component_type):
			return child
	return null


## Example usage:
##   var health := ComponentUtils.get_component(enemy, HealthComponent) as HealthComponent
##   if health:
##       health.take_damage(5)

C# (ComponentUtils.cs)

csharp
using Godot;

public static class ComponentUtils
{
    /// <summary>
    /// Returns the first child of <paramref name="entity"/> that is of type
    /// <typeparamref name="T"/>, or null if none is found.
    /// </summary>
    public static T GetComponent<T>(Node entity) where T : Node
    {
        foreach (var child in entity.GetChildren())
        {
            if (child is T component)
                return component;
        }
        return null;
    }
}

// Example usage:
//   var health = ComponentUtils.GetComponent<HealthComponent>(enemy);
//   health?.TakeDamage(5);

9. Implementation Checklist

  • Each component is saved as its own .tscn scene and reused by instancing
  • Components communicate through signals — no get_parent().get_node("Sibling") calls
  • No direct sibling access anywhere inside a component script
  • All tuneable values (damage, max_health, cooldown_duration) are @export
  • Each component can be tested by attaching it to a minimal test scene in isolation

Frequently asked questions

What does the Component System AI skill do?

Use when building reusable node components — composition patterns, component communication, and interface design

Why use Component System on TypingMind?

Because you install it once and use it with any model. Component System is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Component System in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/jame581/GodotPrompter/tree/master/skills/component-system. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Component System?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Component System?

As many as you like. As long as a model supports skills, you can use Component System with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Component System AI skill free?

Yes. It is published on GitHub by jame581 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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