godot-enemies

Implements enemy AI, spawn waves, boss phases, and procedural visuals for Godot 4 games.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill godot-enemies-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-enemies
Source: https://github.com/zerox-core/AI_Game/tree/main/.claude/skills/godot-enemies
Command: npx skills add https://github.com/zerox-core/AI_Game --skill godot-enemies-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Building enemies in Godot 4 from scratch requires writing movement AI, spawn logic, boss phase state machines, and visuals for every enemy type, which is repetitive and error-prone. This Skill provides complete, ready-to-adapt GDScript implementations for common enemy archetypes. ## Core Features & Use Cases - Enemy Archetypes: Complete scripts for chase, patrol, and ranged enemies with movement, aggro ranges, attack logic, and hit-flash damage feedback. - Boss Fights: A phase-based boss (CHASE, SHOOT, DASH, VULNERABLE) with radial bullet patterns, damage reduction outside vulnerable phases, and score rewards. - Spawn & Wave Systems: Timer-based spawning with spawn-in tween animations, enemy caps, and a structured wave table mixing enemy types. - Procedural Visuals: A reusable enemy_visual.gd that draws layered, animated enemy bodies (glow, shadow, eyes, outlines) via _draw(), with automatic fallback to sprite textures when assets exist. - Use Case: When prototyping a 2D action game in Godot 4, use this Skill to generate a working wave-based combat encounter with a boss fight in minutes instead of writing each behavior from scratch. ## Quick Start Ask the AI to create a Godot 4 chase enemy and a wave spawn system using this skill's scripts, then add the generated scenes to your main scene.

Frequently Asked Questions about godot-enemies

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a chase enemy in Godot 4?

Extend CharacterBody2D, get the player via get_first_node_in_group("player"), and set velocity toward the player each _physics_process before calling move_and_slide. Add a CollisionShape2D and a visual child node for rendering.

How to make a boss with phases in Godot?

Use an enum for phases (CHASE, SHOOT, DASH, VULNERABLE) and a phase timer switched in _physics_process. Each phase changes velocity and attack behavior, and damage can be reduced outside the vulnerable phase.

How do I spawn enemies in waves in Godot 4?

Define a wave table with count, enemy types, and delay, then instantiate enemy scenes in a loop with await create_timer between spawns. Cap active enemies by counting nodes in the enemies group before spawning more.

Can I draw enemy sprites procedurally in Godot without textures?

Yes, attach a Node2D script that overrides _draw() and uses draw_circle, draw_colored_polygon, and draw_line to render layered shapes. Call queue_redraw() each frame to animate effects like pulsing.

Why is my Godot enemy not moving toward the player?

The player node must be in the "player" group and the enemy must call move_and_slide() after setting velocity. Also verify the player reference is valid with is_instance_valid before computing direction.