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pokewild-gd
by ThomsenDrake
PokeWilds-GD: A Godot 4 port of the open-source Pokemon game PokeWilds
⭐ 0🍴 1📅 Dec 26, 2025
SKILL.md
name: pokewild-gd description: PokeWilds-GD specific workflows - autoloads, databases, world gen, camera allowed-tools: [Bash]
PokeWilds-GD Development Workflows
Project-specific tools for the PokeWilds-GD codebase.
Architecture Overview
This game uses 16 autoload singletons for all game logic:
- GameManager, BattleManager, SaveManager
- SpeciesDatabase, MoveDatabase, ItemDatabase
- BuildManager, HabitatManager, BreedingManager
- And more...
Scenes are minimal - most logic lives in autoloads.
Autoload Inspection
Query Autoload State
# Execute GDScript to query autoloads
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(GameManager.current_state)"
# Get Pokemon database count
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(SpeciesDatabase.get_species_count())"
# Check battle status
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(BattleManager.is_battle_active())"
Call Autoload Methods
mcp-exec ~/.claude/scripts/godot_call_method.py \
--node "GameManager" \
--method "get_state"
mcp-exec ~/.claude/scripts/godot_call_method.py \
--node "SpeciesDatabase" \
--method "get_species" \
--args "25" # Pikachu
Database Queries
Species Database
# Get specific Pokemon
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(SpeciesDatabase.get_species(25))" # Pikachu
# List all species
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(SpeciesDatabase.get_all_species())"
Move Database
# Get move data
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(MoveDatabase.get_move('thunderbolt'))"
Item Database
# Get item info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(ItemDatabase.get_item('potion'))"
Camera Controls
Zoom
# Zoom in (2x)
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 2.0
# Zoom out (0.5x)
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 0.5
Position
# Move camera
mcp-exec ~/.claude/scripts/pokewild_camera.py --position 400 300
# Zoom and move
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 1.5 --position 200 150
Current Camera State
mcp-exec ~/.claude/scripts/godot_get_properties.py --node "Camera2D"
World Generation
Habitat System
# Check habitat at position
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(HabitatManager.get_habitat_at(100, 100))"
# Get biome info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(HabitatManager.get_current_biome())"
Procedural Generation
# Trigger world generation (if exposed)
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "WorldGenerator.generate_chunk(0, 0)"
# Get generation parameters
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(WorldGenerator.get_config())"
Building System
Build Mode
# Check build mode status
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(BuildManager.is_build_mode_active())"
# Get available structures
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(StructureDatabase.get_all_structures())"
Battle System
Battle State
# Check if in battle
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(BattleManager.is_in_battle())"
# Get battle info
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print(BattleManager.get_battle_state())"
Common Workflows
Debug Game State
# Full game state snapshot
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print({
'game': GameManager.get_state(),
'player': GameManager.get_player_info(),
'camera': {'zoom': Camera2D.zoom, 'pos': Camera2D.position}
})"
Test Pokemon Spawning
# Spawn a Pokemon for testing
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "GameManager.spawn_pokemon(25, 100, 100)" # Pikachu at (100, 100)
Inspect World at Position
# What's at a specific position?
mcp-exec ~/.claude/scripts/godot_execute_code.py \
--code "print({
'habitat': HabitatManager.get_habitat_at(200, 200),
'entities': GameManager.get_entities_at(200, 200)
})"
Camera Debugging
# Reset camera
mcp-exec ~/.claude/scripts/pokewild_camera.py --zoom 1.0 --position 0 0
# Get current camera state
mcp-exec ~/.claude/scripts/godot_get_properties.py --node "Camera2D"
Manager Reference
Core Managers
- GameManager - Main game state, player, entities
- InputManager - Input handling (use InputManager methods, not is_action_pressed!)
- SaveManager - Save/load game state
- GameLogger - Logging system
Battle & Breeding
- BattleManager - Battle system
- BreedingManager - Pokemon breeding
- TypeChart - Type effectiveness
World & Building
- HabitatManager - Biomes and habitats
- BuildManager - Building mode
- StructureDatabase - Available structures
- FieldMoveManager - Field moves (Surf, Cut, etc.)
Databases
- SpeciesDatabase - Pokemon species data
- MoveDatabase - Move data
- ItemDatabase - Item data
Other
- AudioManager - Sound and music
- RanchManager - Ranch/farm system
Code Patterns (from AGENTS.md)
Input Handling
# DON'T: Direct input checks
if Input.is_action_pressed("move_up"):
# DO: Use InputManager
if InputManager.is_action_pressed("move_up"):
Strict Typing
# Always use type hints
var player_position: Vector2 = GameManager.get_player_position()
func calculate_damage(attacker: Pokemon, defender: Pokemon) -> int:
Viewport System
- Display: 480×432 (30×27 tiles)
- Camera zoom: Flexible (use pokewild_camera.py)
Tips
- Most logic is in autoloads - Query them instead of scene nodes
- Use GDScript execution for complex queries
- Camera is in main scene - Access via "Camera2D" node
- Reference Java source - Check
source_reference/for original implementation - Follow strict typing - All code uses type hints
See Also
- Global Godot MCP skill:
~/.claude/skills/godot-mcp/SKILL.md - Code style guide:
AGENTS.md - Continuity ledger:
thoughts/ledgers/CONTINUITY_CLAUDE-poke-wilds-gd.md
Score
Total Score
50/100
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