--- name: godot-genre-fighting description: "Expert blueprint for fighting games including frame data (startup/active/recovery frames, advantage on hit/block), hitbox/hurtbox systems, input buffering (5-10 frames), motion input detection (QCF, DP), combo systems (damage scaling, cancel hierarchy), character states (idle/attacking/hitstun/blockstun), and rollback netcode. Based on FGC competitive design. Trigger keywords: fighting_game, frame_data, hitbox_hurtbox, input_buffer, motion_inputs, combo_system, rollback_netcode, cancel_system, advantage_frames." --- ## NEVER Do (Expert Anti-Patterns) ### Frame-Data & Logic - NEVER use variable framerates; strictly lock logic to a **Deterministic Fixed Loop** (using `_physics_process` with a frame-counter) and call **`reset_physics_interpolation()`** on teleport. - NEVER use standard Physics for hit detection; strictly use **`PhysicsDirectSpaceState.intersect_shape()`** to query hitboxes instantly without Area2D signal lag. - NEVER skip **Damage Scaling**; strictly apply 10% reduction per hit in a combo to prevent infinite matches. - NEVER make all moves safe on block; strictly ensure high-reward moves have **Recovery Windows** where the attacker is punishable. - NEVER rely on `Area2D.get_overlapping_areas()`; strictly use **`intersect_shape()`** for immediate, frame-perfect resolution. - NEVER forget **Hitbox Proximity (Proximity Guard)**; strictly trigger guard states when a hitbox enters a nearby zone, even if it hasn't landed. ### Character & Animation - NEVER use simple parenting (`scale.x = -1`) for character flip; strictly adjust the dedicated **Visuals node** while managing hitbox offsets programmatically. - NEVER use string-based animation triggers; strictly use `AnimationMixer` with `ADVANCE_MANUAL` for frame-synced playback. - NEVER use `yield` or `await` for frame-critical logic; strictly use **Integer Frame Counting** within state machines to manage recovery/startup windows perfectly. - NEVER store frame data in raw scripts; strictly use **`Resource` files (.tres)** with delegated logic for damage scaling, cancels, and combo-state tracking. - NEVER use deep node hierarchies for character parts; strictly keep skeletons shallow to reduce transformation overhead. ### Input & Networking - NEVER skip **Input Buffering**; strictly implement a 5-10 frame buffer to ensure lenient, responsive execution for the player. - NEVER leave `Input.use_accumulated_input` enabled; strictly disable it to preserve sub-frame timing for precise combo links. - NEVER use client-side hit detection for netplay; strictly use **rollback netcode** or server validation to prevent desyncs. - NEVER use standard TCP for multiplayer; strictly use **UDP/ENet** to avoid head-of-line blocking during latency spikes. - NEVER rely on the SceneTree for fighter transforms in netplay; strictly manage positions in a **serializable data buffer**. --- ## πŸ›  Expert Components (scripts/) > **MANDATORY reads** before implementing the matching system: > 1. [fighting_input_buffer.gd](scripts/fighting_input_buffer.gd) β€” buffers + motion (QCF/DP) > 2. [direct_hitbox_query.gd](scripts/direct_hitbox_query.gd) β€” **exclusive** hit resolution path (`intersect_shape`) > 3. [rollback_state_serializer.gd](scripts/rollback_state_serializer.gd) β€” snapshot/restore for netplay ### Original Expert Patterns - [fighting_input_buffer.gd](scripts/fighting_input_buffer.gd) - Frame-locked input engine (60fps) with motion command fuzzy matching (QCF/DP). - [hitbox_component.gd](scripts/hitbox_component.gd) - Hitbox/hurtbox volume helper (layers High/Low/Throw) β€” resolve hits via **direct_hitbox_query**, not Area signals. ### Modular Components - [deterministic_physics_loop.gd](scripts/deterministic_physics_loop.gd) - Custom loop pattern for frame-perfect game state progression. - [direct_hitbox_query.gd](scripts/direct_hitbox_query.gd) - PhysicsServer shape-casting for immediate collision resolution. - [hit_stop_controller.gd](scripts/hit_stop_controller.gd) - Dynamic time-scale manipulation for "impact" feel. - [manual_animation_advancer.gd](scripts/manual_animation_advancer.gd) - Frame-synced animation control via manual delta processing. - [rollback_state_serializer.gd](scripts/rollback_state_serializer.gd) - Serialization logic for managing discrete game state snapshots. - [bitwise_state_flags.gd](scripts/bitwise_state_flags.gd) - High-performance bitwise flags for fighter state tracking. - [input_accumulation_control.gd](scripts/input_accumulation_control.gd) - Toggle for disabling Godot's input accumulation for sub-frame timing. - [raw_byte_network_sync.gd](scripts/raw_byte_network_sync.gd) - UDP-based state synchronization for netplay efficiency. - [string_name_optimization.gd](scripts/string_name_optimization.gd) - Pattern for using pointer-level `StringName` comparisons in AI states. - [round_timer_logic.gd](scripts/round_timer_logic.gd) - Logic for frame-synced match timers and timeout triggers. ### Restored from baseline (load on demand) - [attack_resource.gd](scripts/attack_resource.gd) - `.tres` frame-data Resource (startup/active/recovery, advantage). - [combo_tracker.gd](scripts/combo_tracker.gd) - Damage scaling (~10%/hit) and combo state. - [fighter_state_machine.gd](scripts/fighter_state_machine.gd) - IDLE/ATTACKING/HITSTUN with integer `state_frame`. - [fight_game_state.gd](scripts/fight_game_state.gd) - Serializable rollback snapshot shell (pair with [rollback_state_serializer.gd](scripts/rollback_state_serializer.gd)). - [move_set_loader.gd](scripts/move_set_loader.gd) - JSON move-list loader for designer iteration. - [frame_advancer.gd](scripts/frame_advancer.gd) - `@tool` editor frame scrubber for hitbox alignment. - [fighter_balance_profile.gd](scripts/fighter_balance_profile.gd) - Per-roster damage/movement/defense scaling Resource. --- ## Core Loop `Neutral β†’ Confirm Hit β†’ Combo β†’ Advantage β†’ Repeat` ## Decision Trees (no Area2D / inline system dumps) ### Frames & fixed loop | Need | Action | |------|--------| | Attack timing Resource | `.tres` with startup/active/recovery/advantage β€” not script constants | | 60fps sim step | [deterministic_physics_loop.gd](scripts/deterministic_physics_loop.gd) | | Anim sync to frames | [manual_animation_advancer.gd](scripts/manual_animation_advancer.gd) (`ADVANCE_MANUAL`) | ### Input | Need | Action | |------|--------| | 5–10f buffer + QCF/DP | **MANDATORY** [fighting_input_buffer.gd](scripts/fighting_input_buffer.gd) | | Sub-frame links | [input_accumulation_control.gd](scripts/input_accumulation_control.gd) β€” disable accumulated input | ### Hitboxes | Need | Action | |------|--------| | Frame-perfect hit | **MANDATORY exclusively** [direct_hitbox_query.gd](scripts/direct_hitbox_query.gd) | | Volume authoring helper | [hitbox_component.gd](scripts/hitbox_component.gd) for shapes/layers β€” **never** `area_entered` / `get_overlapping_areas` for resolution | | Proximity guard | Query expanded shape before active frames land | ### Combos / cancels | Need | Action | |------|--------| | Damage scaling ~10%/hit | Track in combo state; store cancel hierarchy on Attack Resources | | States | IDLE/ATTACKING/HITSTUN/BLOCKSTUN… with integer `state_frame` β€” peer [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) | ### Netcode | Need | Action | |------|--------| | Snapshots | **MANDATORY** [rollback_state_serializer.gd](scripts/rollback_state_serializer.gd) | | Transport | UDP/ENet via [raw_byte_network_sync.gd](scripts/raw_byte_network_sync.gd); peer [godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md) | --- ## Balance Guidelines | Element | Guideline | |---------|-----------| | Health | 10,000-15,000 for ~20 second rounds | | Combo damage | Max 30-40% of health per touch | | Fastest moves | 3-5 frames startup (jabs) | | Slowest moves | 20-40 frames (supers, overheads) | | Throw range | Short but reliable | | Meter gain | Full bar in ~2 combos received | For roster / matchup simulation, use [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md). ## Common Pitfalls | Pitfall | Solution | |---------|----------| | Infinite combos | Hitstun decay + gravity scaling | | Area2D signal hits | Replace with [direct_hitbox_query.gd](scripts/direct_hitbox_query.gd) | | Lag input drops | Buffer 8+ frames | | Desync | Deterministic loop + rollback serializer | ## Expert knowledge (on demand) > **LLM-ignorance rule:** If a general agent would not know it before reading, load the reference β€” never delete expert deltas. - [expert-fighting-patterns.md](references/expert-fighting-patterns.md) β€” restored baseline pedagogy (architecture, WHY, implementation depth) - [attack_resource.gd](scripts/attack_resource.gd) - [combo_tracker.gd](scripts/combo_tracker.gd) - [fighter_state_machine.gd](scripts/fighter_state_machine.gd) - [fight_game_state.gd](scripts/fight_game_state.gd) - [move_set_loader.gd](scripts/move_set_loader.gd) - [frame_advancer.gd](scripts/frame_advancer.gd) - [fighter_balance_profile.gd](scripts/fighter_balance_profile.gd) ## Reference > Progressive disclosure: open Official Documentation links only when researching a specific API; > load Related Skills when routing work to a peer domain β€” do not preload the whole lattice. ### Official Documentation - [Idle and physics processing](https://docs.godotengine.org/en/stable/tutorials/scripting/idle_and_physics_processing.html) β€” Fighting logic must run on a fixed physics tick (or custom frame counter), not variable `_process` deltas. - [Input](https://docs.godotengine.org/en/stable/classes/class_input.html) β€” Disable `use_accumulated_input` and sample actions per frame so buffers and motion windows stay deterministic. - [Input examples](https://docs.godotengine.org/en/stable/tutorials/inputs/input_examples.html) β€” Action maps and event handling patterns behind 5–10 frame buffers and motion detection. - [Controllers, gamepads, and joysticks](https://docs.godotengine.org/en/stable/tutorials/inputs/controllers_gamepads_joysticks.html) β€” Stick deadzones and digital gate thresholds for clean QCF/DP direction history. - [Using Area2D](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html) β€” Hitbox/hurtbox volumes, monitoring vs monitorable, and why signal lag is often too late for frame-perfect trades. - [Physics introduction](https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html) β€” Collision layers/masks for High/Low/Throw filtering instead of string groups in the hot path. - [PhysicsDirectSpaceState2D](https://docs.godotengine.org/en/stable/classes/class_physicsdirectspacestate2d.html) β€” Immediate `intersect_shape` hit resolution without waiting on `Area2D` overlap signals. - [PhysicsShapeQueryParameters2D](https://docs.godotengine.org/en/stable/classes/class_physicsshapequeryparameters2d.html) β€” Shape query setup (mask, exclude, collide_with_areas) for direct hitbox checks. - [AnimationMixer](https://docs.godotengine.org/en/stable/classes/class_animationmixer.html) β€” `ADVANCE_MANUAL` / callback mode so attack clips advance in lockstep with integer frame data. - [Resources](https://docs.godotengine.org/en/stable/tutorials/scripting/resources.html) β€” Store startup/active/recovery, cancels, and balance profiles as `.tres` dataβ€”not hardcoded script constants. - [High-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html) β€” Authority, RPCs, and peer roles when adding netplay around a deterministic fighter sim. - [ENetMultiplayerPeer](https://docs.godotengine.org/en/stable/classes/class_enetmultiplayerpeer.html) β€” UDP/ENet transport for rollback-friendly input exchange without TCP head-of-line blocking. ### Related Skills #### Prerequisites - [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) β€” Physics tick rate, input map, and project defaults must be locked before frame-data systems stay deterministic. - [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) β€” Action sampling, device mapping, and buffer-friendly input plumbing under motion commands and cancels. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKILL.md) β€” Layers/masks and direct space queries are the substrate for hitbox/hurtbox resolution without Area signal lag. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) β€” Grounded movement, facing, and teleport/`reset_physics_interpolation` contracts fighters still need outside pure hit detection. #### Complements - [godot-combat-system](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-combat-system/SKILL.md) β€” Shared DamageData / hit confirm patterns that fighting frame data specializes into startup-active-recovery windows. - [godot-animation-player](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-animation-player/SKILL.md) β€” Hitbox enable tracks, cancel frames, and recovery locks driven from animation rather than free-running timers. - [godot-state-machine-advanced](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md) β€” IDLE/ATTACKING/HITSTUN/BLOCKSTUN FSMs with integer `state_frame` counters instead of `await`-based recovery. - [godot-resource-data-patterns](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-resource-data-patterns/SKILL.md) β€” Move lists, cancel tables, and FighterBalanceProfile resources with safe duplication per fighter instance. - [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) β€” Hit confirm, round end, and HUD events without coupling the sim loop to presentation nodes. - [godot-multiplayer-networking](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-multiplayer-networking/SKILL.md) β€” Peer sync, RPC discipline, and authoritative validation around rollback or delayed-input netcode. - [godot-adapt-single-to-multiplayer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-adapt-single-to-multiplayer/SKILL.md) β€” Prediction, reconciliation, and lobby/late-join patterns when a local fighter becomes netplay-ready. #### Downstream / consumers - [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) β€” Simulate matchup matrices, damage scaling, and punish windows across the roster instead of guessing from AFKβ†’pro PvE bands. #### Master - [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) β€” Library router and mirrored module entry for discovering fighting peers and syncing shared script mirrors.