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Component Pack

Welcome to the Component Pack! This is a collection of ready-to-use, highly customizable component scripts and shaders to drop directly into your Godot 4 project.


Features & Included Components

Every component is isolated in its own directory inside addons/ComponentPack/ and includes custom node icons matching Godot's official color theme.

Gameplay & Combat (2D & 3D)

  • Health (Health2D / Health3D): Tracks and manages the health, healing, damage, and death behavior of a Node.
  • HitBox & HurtBox (HitBox2D / HurtBox2D & HitBox3D / HurtBox3D):HitBoxes are the active damage dealers—attach one to anything that causes harm (e.g., a sword, a bullet, a trap). HurtBoxes are the passive receivers that HitBoxes search for, acting as a bridge between physical collision and your entity's health logic.
  • Projectile Movement (ProjectileMovement2D / ProjectileMovement3D): Provides drop-in, fire-and-forget physics for projectiles. Automatically calculates the initial trajectory based on the projectile's rotation and handles its own lifecycle and gravity.
  • Gravity (Gravity): Modular gravity component for custom physics handling, including terminal velocity and fall multipliers.
  • Finite State Machine:
    • Classic (FiniteStateMachine & State): Node-based state machine for enemy AI and entity logic.
    • User-Based (FiniteStateMachineUserBased & StatesUserBased): Lightweight, RefCounted input-driven state machine tailored for player controllers.
  • Drop Rate (DropManager & DropRateResource): Weighted loot table and item drop probability manager (includes an Autoload scene).

Animation, Visuals & Camera

  • Squash Animation (SquashAnimation): Applies a fully customizable, mathematical squash-and-stretch animation to a 2D Node.
  • Flip Sprite (FlipSprite): Automatically flips sprites horizontally or vertically based on movement or look direction.
  • One-Time Animated Sprite (OneTimeAnimatedSprite2D / OneTimeAnimatedSprite3D): Plays a sprite animation once and automatically frees itself upon completion (ideal for VFX and explosions).
  • One-Time Animation Player (OneTimeAnimationPlayer): AnimationPlayer variant that cleans up automatically after finishing its animation.
  • Screen Shake (ScreenShake): Applies localized trauma-based screen shake to a Camera2D or Camera3D node. Supports standard randomized offsets as well as smooth Perlin/Simplex noise generation.
  • Scene Transition (SceneTransition): Handles screen transitions by tweening a progress parameter on a ShaderMaterial. Ideal for scene changes using dissolve, wipe, or noise-based shader effects. Includes 5 default transitions:
    • FireTransition.gdshader
    • LaserTransition.gdshader
    • RadialTech-GridTransition.gdshader
    • SliceTransition.gdshader
    • WaveTransition.gdshader

UI, Input & Systems

  • Interactive UI (InteractiveUI): A plug-and-play component that automatically adds juicy, randomized hover animations to any Godot Control node (like buttons or panels). Scales up and tilts slightly on mouse enter, and snaps back to its original transform on mouse exit.
  • Drag and Drop (DragAndDrop): Adds drag-and-drop functionality (with optional snap zones) to a CollisionObject2D.
  • Input Buffer (InputBuffer): Uses an internal timer to buffer player input actions for responsive controls.
  • Save System (ConfigSaveSystem): Provides a robust, memory-cached configuration and save system. Holds all data in memory and writes to disk only when explicitly told to, making it highly performant for frequent variable updates or state tracking.
  • Scene Spawner (SceneSpawner): Instantiates and spawns scenes dynamically at target positions.
  • Debug (Debug & DebugPalette): Provides a customizable debugging utility for tracking properties and signals dynamically without writing print() statements, complete with 5 built-in color palettes (GodotDefault, FieryMidnightChill, MysticalFairytail, RGB, VibrantSummerSky).

Changelog for version v1.0

2026-10-16 15:31:00

No changelog provided for this version.

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