--- 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. --- ## 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 (`wave_spawner.gd` / `wave_weighted_spawner.gd`). - **Resource**: Immutable data containers that allow designers to rebalance the game without touching code. ## Density Decision Tree (pick scale before coding) | Live density | Approach | MANDATORY loads | | :--- | :--- | :--- | | **Under ~80 SceneTree enemies** | Node manager + Marker spawners | [wave_manager.gd](scripts/wave_manager.gd), [wave_spawner.gd](scripts/wave_spawner.gd), [wave_resource.gd](scripts/wave_resource.gd) | | **Swarm visuals / hundreds** | MultiMesh + weighted composition | [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd) (MultiMesh / async path), [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd) | | **~10k bodies** | PhysicsServer / NavigationServer RIDs (no per-mob Node) | [wave_loop_patterns.gd](scripts/wave_loop_patterns.gd) server-RID patterns; do **not** scale `wave_manager` node spawns | `wave_manager.gd` is the SceneTree golden path (deferred `add_child`, group/signal clear counts, optional pool). Treat it as **prototype→mid-scale** — for RID swarms, follow `wave_loop_patterns.gd` instead of instantiating thousands of nodes. ## Composition Golden Path 1. Author a [wave_resource.gd](scripts/wave_resource.gd) composition table. 2. Place [wave_spawner.gd](scripts/wave_spawner.gd) Markers (or [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd) when variety weights matter). 3. Point [wave_manager.gd](scripts/wave_manager.gd) `spawner` at that Marker; manager defers spawn and clears via `&"enemies"` group + signals. 4. When weights replace fixed counts, call `WaveWeightedSpawner.spawn_enemy()` from the composition loop (or set manager `spawner` to the weighted node). ## Expert Code Patterns ### 1. The Async Wave Trigger Use `await` timers in [wave_manager.gd](scripts/wave_manager.gd) — **MANDATORY read** before writing a custom timeline. Spawns use `call_deferred(&"add_child", …)`; clear via signals/groups (not `get_children()` scans). ### 2. Composition-Based Spawning Define variety in [wave_resource.gd](scripts/wave_resource.gd); place units with [wave_spawner.gd](scripts/wave_spawner.gd) / [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd). Do not hardcode scene paths in the manager. ## 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 clear via group counts + signals. Uses `call_deferred` add_child; optional pool via `use_pool` / `recycle_enemy`. ### [wave_resource.gd](scripts/wave_resource.gd) Data containers for wave compositions and difficulty settings. ### [wave_spawner.gd](scripts/wave_spawner.gd) `Marker3D` spatial portal — `get_spawn_position()` with optional radius jitter. Wire as `WaveManager.spawner`. ### [wave_weighted_spawner.gd](scripts/wave_weighted_spawner.gd) Weighted random enemy selection at a Marker. Use when composition variety is probability-driven rather than fixed counts. --- ## Expert Wave Patterns ### 1. Occlusion Culling for Swarms To optimize performance with hundreds of enemies, enable **Occlusion Culling**. - **Setup**: Add an `OccluderInstance3D` to your arena and bake it. - **Result**: Enemies completely hidden behind walls/pillars won't be processed by the GPU, significantly boosting FPS. ### 2. Wave UI Architecture Decouple your wave data from the UI using a `CanvasLayer` and signals. - **Wave Counter**: Display current/total waves. - **Health Bars**: Use a `TextureProgressBar` on a `CanvasLayer` for bosses, or `Sprite3D` with a viewport texture for individual enemy health bars. ## Expert knowledge (on demand) > **LLM-ignorance rule:** If a general agent would not know it before reading, load the reference — never delete expert deltas. - [wave-expert-patterns.md](references/wave-expert-patterns.md) — restored baseline pedagogy (architecture, WHY, implementation depth) ## 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 - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) — `WaveResource` compositions and delays stay designer-editable without hardcoding spawn tables in managers. - [Nodes and scene instances](https://docs.godotengine.org/en/stable/tutorials/scripting/nodes_and_scene_instances.html) — `PackedScene.instantiate()` plus `add_child` / `call_deferred` is the safe spawn path for wave enemies. - [Groups](https://docs.godotengine.org/en/stable/tutorials/scripting/groups.html) — track live mobs with `StringName` groups and `get_node_count_in_group` instead of scanning children every frame. - [Idle and Physics Processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) — keep pacing on timers/`await`; never instantiate mid-physics callback without deferring. - [SceneTreeTimer](https://docs.godotengine.org/en/stable/classes/class_scenetreetimer.html) — pre-wave delays and spawn-rate gaps via `create_timer` without a forever `_process` countdown. - [Using signals](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html) — `wave_started` / `wave_cleared` / `all_waves_complete` decouple UI, audio, and combat from the manager timeline. - [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — `ResourceLoader.load_threaded_request` bosses/heavy waves so first spawn does not hitch. - [Random number generation](https://docs.godotengine.org/en/stable/tutorials/math/random_number_generation.html) — weighted composition and spawn jitter with `RandomNumberGenerator.rand_weighted`. - [Using MultiMesh](https://docs.godotengine.org/en/stable/tutorials/performance/using_multimesh.html) — batch swarm visuals when hundreds of minions would explode draw calls. - [Occlusion culling](https://docs.godotengine.org/en/stable/tutorials/3d/occlusion_culling.html) — hide off-camera arena mobs so dense waves stay GPU-affordable. - [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — async agent paths and separate maps for flying vs walking wave units. - [Using Servers](https://docs.godotengine.org/en/stable/tutorials/performance/using_servers.html) — PhysicsServer3D/NavigationServer3D RID swarms when SceneTree nodes cannot scale. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — scene tree, exports, and groups before wiring a WaveManager into an arena. - [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — typed `await`, signals, and `call_deferred` patterns the async wave trigger depends on. - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) — `Resource`/`@export` composition and `duplicate_deep` so spawned mobs do not share stats. #### Complements - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — ownership of wave/UI/combat signals so countdown and clear events stay leak-free. - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) — hitboxes, death, and damage that decrement active-enemy counters when a wave unit dies. - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — NavigationServer queries, avoidance masks, and maps for pathing hundreds of wave agents. - [godot-scene-management](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-scene-management/SKILL.md) — pools, threaded loads, and safe add/remove when waves churn PackedScenes. - [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — MultiMesh, occlusion, and server-side bodies for swarm density budgets. - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — style-matrix sampling of spawn counts, rates, and difficulty curves before shipping endless modes. #### Downstream / consumers - [godot-genre-tower-defense](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-tower-defense/SKILL.md) — lane/portal waves driven by WaveResource sequences and clear-win conditions. - [godot-genre-shooter](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-shooter/SKILL.md) — arena/horde spawn pacing and enemy variety for wave shooters. - [godot-genre-survival](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-genre-survival/SKILL.md) — endless multiplier waves and pressure ramps built on the same manager loop. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — library router and mirrored module entry for cross-skill discovery.