Use when building reusable node components — composition patterns, component communication, and interface design
Scanned 6/3/2026
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---
name: component-system
description: Use when building reusable node components — composition patterns, component communication, and interface design
---
# 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.
---
## 1. Why Components
| Problem with inheritance | How components solve it |
|--------------------------|-------------------------|
| Deep chains are brittle — change one class, break many | Each component is an isolated scene with a single job |
| Sharing behavior across unrelated entities requires awkward base classes | Drop a component onto any entity that needs that behavior |
| Adding a new combination means a new subclass | Mix 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
| Component | Purpose | Key Signals |
|---|---|---|
| `HealthComponent` | Tracks current and max HP, applies damage and healing | `health_changed(current, maximum)`, `died` |
| `HitboxComponent` | Detects overlapping hurtboxes and triggers damage | `hit(target_hurtbox)` |
| `HurtboxComponent` | Receives hits, routes damage to `HealthComponent` | `hurt(damage_amount)` |
| `InteractableComponent` | Marks an entity as interactable and fires on player overlap | `interacted(interactor)` |
| `StateMachineComponent` | Delegates `_process` and `_physics_process` to child state nodes | `state_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
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