237 lines
7.1 KiB
ReStructuredText
237 lines
7.1 KiB
ReStructuredText
.. _doc_scripting_continued:
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Scripting (continued)
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=====================
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Processing
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----------
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Several actions in Godot are triggered by callbacks or virtual
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functions, so there is no need to check for writing code that runs all
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the time. Additionally, a lot can be done with animation players.
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However, it is still a very common case to have a script process on every
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frame. There are two types of processing: idle processing and physics
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processing.
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Idle processing is activated automatically when the method :ref:`Node._process() <class_Node__process>`
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is found in a script. It can be turned off (and back on) with the
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:ref:`Node.set_process() <class_Node_set_process>` function.
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This method will be called every frame drawn, so it's fully depend on the
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frames per second (FPS) of the application:
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::
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func _process(delta):
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# do something...
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The delta parameter describes the time elapsed (in seconds, as
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floating point) since the previous call to "_process()".
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Physics processing is similar, but it should be used for all the processes that
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must happen before each physics step. For example, to move a character.
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It is always runs before a physics step and it is called at fixed time intervals,
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60 times per second by default. Change the value in the Project Settings.
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The function _process() instead is not sync with physics, and its frame rate is not constant and depend by hardware and game optimization.
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Its execution is done after physics step on single thread games.
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A simple way to test this is to create a scene with a single Label node,
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with the following script:
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::
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extends Label
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var accum=0
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func _process(delta):
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accum += delta
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text = str(accum) # text is a built-in label property
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Which will show a counter increasing each frame.
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Groups
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------
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Nodes can be added to groups (as many as desired per node). This is a
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simple yet useful feature for organizing large scenes. There are two
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ways to do this: the first is from the UI, from the Groups button under the Node panel:
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.. image:: /img/groups_in_nodes.PNG
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And the second from code. One useful example would be to tag scenes
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which are enemies.
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func _ready():
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add_to_group("enemies")
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This way, if the player is discovered sneaking into the secret base,
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all enemies can be notified about the alarm sounding, by using
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:ref:`SceneTree.call_group() <class_SceneTree_call_group>`:
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::
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func _on_discovered(): # this is a fictional function
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get_tree().call_group("guards", "player_was_discovered")
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The above code calls the function "player_was_discovered" on every
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member of the group "guards".
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Optionally, it is possible to get the full list of "guards" nodes by
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calling
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:ref:`SceneTree.get_nodes_in_group() <class_SceneTree_get_nodes_in_group>`:
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::
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var guards = get_tree().get_nodes_in_group("guards")
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More will be added about
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:ref:`SceneTree <class_SceneTree>`
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later.
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Notifications
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-------------
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Godot has a system of notifications. This is usually not needed for
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scripting, as it's too low level and virtual functions are provided for
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most of them. It's just good to know they exist. Simply
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add a
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:ref:`Object._notification() <class_Object__notification>`
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function in your script:
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::
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func _notification(what):
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if (what == NOTIFICATION_READY):
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print("This is the same as overriding _ready()...")
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elif (what == NOTIFICATION_PROCESS):
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var delta = get_process_time()
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print("This is the same as overriding _process()...")
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The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
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shows the notifications it can receive. However, for most cases GDScript
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provides simpler overrideable functions.
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Overrideable functions
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----------------------
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Nodes provide many useful overrideable functions, which are described as
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follows:
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func _enter_tree():
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# When the node enters the _Scene Tree_, it becomes active
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# and this function is called. Children nodes have not entered
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# the active scene yet. In general, it's better to use _ready()
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# for most cases.
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pass
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func _ready():
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# This function is called after _enter_tree, but it ensures
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# that all children nodes have also entered the _Scene Tree_,
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# and became active.
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pass
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func _exit_tree():
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# When the node exits the _Scene Tree_, this function is called.
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# Children nodes have all exited the _Scene Tree_ at this point
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# and all became inactive.
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pass
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func _process(delta):
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# This function is called every frame.
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pass
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func _physics_process(delta):
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# This is called every physics frame.
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pass
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func _paused():
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# Called when game is paused. After this call, the node will not receive
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# any more process callbacks.
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pass
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func _unpaused():
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# Called when game is unpaused.
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pass
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As mentioned before, it's best to use these functions.
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Creating nodes
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--------------
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To create a node from code, just call the ".new()" method (like for any
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other class-based datatype). Example:
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var s
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func _ready():
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s = Sprite.new() # create a new sprite!
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add_child(s) # add it as a child of this node
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To delete a node, be it inside or outside the scene, "free()" must be
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used:
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::
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func _someaction():
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s.free() # immediately removes the node from the scene and frees it
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When a node is freed, it also frees all its children nodes. Because of
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this, manually deleting nodes is much simpler than it appears. Just free
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the base node and everything else in the sub-tree goes away with it.
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However, it might happen very often that we want to delete a node that
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is currently "blocked", because it is emitting a signal or calling a
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function. This will result in crashing the game. Running Godot
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in the debugger often will catch this case and warn you about it.
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The safest way to delete a node is by using
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:ref:`Node.queue_free() <class_Node_queue_free>`.
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This erases the node safely during idle.
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::
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func _someaction():
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s.queue_free() # remove the node and delete it while nothing is happening
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Instancing scenes
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-----------------
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Instancing a scene from code is pretty easy and done in two steps. The
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first one is to load the scene from disk.
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var scene = load("res://myscene.tscn") # will load when the script is instanced
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Preloading it can be more convenient sometimes, as it happens at parse
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time.
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var scene = preload("res://myscene.tscn") # will load when parsing the script
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But 'scene' is not yet a node for containing subnodes. It's packed in a
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special resource called :ref:`PackedScene <class_PackedScene>`.
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To create the actual node, the function
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:ref:`PackedScene.instance() <class_PackedScene_instance>`
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must be called. This will return the tree of nodes that can be added to
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the active scene:
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var node = scene.instance()
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add_child(node)
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The advantage of this two-step process is that a packed scene may be
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kept loaded and ready to use, so it can be used to create as many
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instances as desired. This is especially useful to quickly instance
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several enemies, bullets, etc., in the active scene.
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