signals.rst 13 KB

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  1. .. Intention: give the user a first taste of signals. We should write more
  2. documentation in the scripting/ section.
  3. .. Note: GDScript snippets use one line return instead of two because they're
  4. really short.
  5. .. meta::
  6. :keywords: Signal
  7. .. _doc_signals:
  8. Using signals
  9. =============
  10. In this lesson, we will look at signals. They are messages that nodes emit when
  11. something specific happens to them, like a button being pressed. Other nodes can
  12. connect to that signal and call a function when the event occurs.
  13. Signals are a delegation mechanism built into Godot that allows one game object to
  14. react to a change in another without them referencing one another. Using signals
  15. limits `coupling
  16. <https://en.wikipedia.org/wiki/Coupling_(computer_programming)>`_ and keeps your
  17. code flexible.
  18. For example, you might have a life bar on the screen that represents the
  19. player’s health. When the player takes damage or uses a healing potion, you want
  20. the bar to reflect the change. To do so, in Godot, you would use signals.
  21. .. note:: As mentioned in the introduction, signals are Godot's version of the
  22. observer pattern. You can learn more about it here:
  23. https://gameprogrammingpatterns.com/observer.html
  24. We will now use a signal to make our Godot icon from the previous lesson
  25. (:ref:`doc_scripting_player_input`) move and stop by pressing a button.
  26. .. Example
  27. Scene setup
  28. -----------
  29. To add a button to our game, we will create a new "main" scene which will
  30. include both a button and the ``Sprite.tscn`` scene that we scripted in previous
  31. lessons.
  32. Create a new scene by going to the menu Scene -> New Scene.
  33. .. image:: img/signals_01_new_scene.png
  34. In the Scene dock, click the 2D Scene button. This will add a Node2D as our
  35. root.
  36. .. image:: img/signals_02_2d_scene.png
  37. In the FileSystem dock, click and drag the ``Sprite.tscn`` file you saved
  38. previously onto the Node2D to instantiate it.
  39. .. image:: img/signals_03_dragging_scene.png
  40. We want to add another node as a sibling of the Sprite. To do so, right-click on
  41. Node2D and select Add Child Node.
  42. .. image:: img/signals_04_add_child_node.png
  43. Search for the Button node type and add it.
  44. .. image:: img/signals_05_add_button.png
  45. The node is small by default. Click and drag on the bottom-right handle of the
  46. Button in the viewport to resize it.
  47. .. image:: img/signals_06_drag_button.png
  48. If you don't see the handles, ensure the select tool is active in the toolbar.
  49. .. image:: img/signals_07_select_tool.png
  50. Click and drag on the button itself to move it closer to the sprite.
  51. You can also write a label on the Button by editing its Text property in the
  52. Inspector. Enter "Toggle motion".
  53. .. image:: img/signals_08_toggle_motion_text.png
  54. Your scene tree and viewport should look like this.
  55. .. image:: img/signals_09_scene_setup.png
  56. Save your newly created scene. You can then run it with :kbd:`F6`.
  57. At the moment, the button will be visible, but nothing will happen if you
  58. press it.
  59. Connecting a signal in the editor
  60. ---------------------------------
  61. Here, we want to connect the Button's "pressed" signal to our Sprite, and we
  62. want to call a new function that will toggle its motion on and off. We need to
  63. have a script attached to the Sprite node, which we do from the previous lesson.
  64. You can connect signals in the Node dock. Select the Button node and, on the
  65. right side of the editor, click on the tab named "Node" next to the Inspector.
  66. .. image:: img/signals_10_node_dock.png
  67. The dock displays a list of signals available on the selected node.
  68. .. image:: img/signals_11_pressed_signals.png
  69. Double-click the "pressed" signal to open the node connection window.
  70. .. image:: img/signals_12_node_connection.png
  71. There, you can connect the signal to the Sprite node. The node needs a receiver
  72. method, a function that Godot will call when the Button emits the signal. The
  73. editor generates one for you. By convention, we name these callback methods
  74. "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
  75. .. note::
  76. When connecting signals via the editor's Node dock, you can use two
  77. modes. The simple one only allows you to connect to nodes that have a
  78. script attached to them and creates a new callback function on them.
  79. .. image:: img/signals_advanced_connection_window.png
  80. The advanced view lets you connect to any node and any built-in
  81. function, add arguments to the callback, and set options. You can
  82. toggle the mode in the window's bottom-right by clicking the Advanced
  83. button.
  84. Click the Connect button to complete the signal connection and jump to the
  85. Script workspace. You should see the new method with a connection icon in the
  86. left margin.
  87. .. image:: img/signals_13_signals_connection_icon.png
  88. If you click the icon, a window pops up and displays information about the
  89. connection. This feature is only available when connecting nodes in the editor.
  90. .. image:: img/signals_14_signals_connection_info.png
  91. Let's replace the line with the ``pass`` keyword with code that'll toggle the
  92. node's motion.
  93. Our Sprite moves thanks to code in the ``_process()`` function. Godot provides a
  94. method to toggle processing on and off: :ref:`Node.set_process()
  95. <class_Node_method_set_process>`. Another method of the Node class,
  96. ``is_processing()``, returns ``true`` if idle processing is active. We can use
  97. the ``not`` keyword to invert the value.
  98. .. tabs::
  99. .. code-tab:: gdscript GDScript
  100. func _on_Button_pressed():
  101. set_process(not is_processing())
  102. This function will toggle processing and, in turn, the icon's motion on and off
  103. upon pressing the button.
  104. Before trying the game, we need to simplify our ``_process()`` function to move
  105. the node automatically and not wait for user input. Replace it with the
  106. following code, which we saw two lessons ago:
  107. .. tabs::
  108. .. code-tab:: gdscript GDScript
  109. func _process(delta):
  110. rotation += angular_speed * delta
  111. var velocity = Vector2.UP.rotated(rotation) * speed
  112. position += velocity * delta
  113. Your complete ``Sprite.gd`` code should look like the following.
  114. .. tabs::
  115. .. code-tab:: gdscript GDScript
  116. extends Sprite
  117. var speed = 400
  118. var angular_speed = PI
  119. func _process(delta):
  120. rotation += angular_speed * delta
  121. var velocity = Vector2.UP.rotated(rotation) * speed
  122. position += velocity * delta
  123. func _on_Button_pressed():
  124. set_process(not is_processing())
  125. Run the scene now and click the button to see the sprite start and stop.
  126. Connecting a signal via code
  127. ----------------------------
  128. You can connect signals via code instead of using the editor. This is necessary
  129. when you create nodes or instantiate scenes inside of a script.
  130. Let's use a different node here. Godot has a :ref:`Timer <class_Timer>` node
  131. that's useful to implement skill cooldown times, weapon reloading, and more.
  132. Head back to the 2D workspace. You can either click the "2D" text at the top of
  133. the window or press :kbd:`Ctrl + F1` (:kbd:`Alt + 1` on macOS).
  134. In the Scene dock, right-click on the Sprite node and add a new child node.
  135. Search for Timer and add the corresponding node. Your scene should now look like
  136. this.
  137. .. image:: img/signals_15_scene_tree.png
  138. With the Timer node selected, go to the Inspector and check the **Autostart**
  139. property.
  140. .. image:: img/signals_18_timer_autostart.png
  141. Click the script icon next to Sprite to jump back to the scripting workspace.
  142. .. image:: img/signals_16_click_script.png
  143. We need to do two operations to connect the nodes via code:
  144. 1. Get a reference to the Timer from the Sprite.
  145. 2. Call the Timer's ``connect()`` method.
  146. .. note:: To connect to a signal via code, you need to call the ``connect()``
  147. method of the node you want to listen to. In this case, we want to
  148. listen to the Timer's "timeout" signal.
  149. We want to connect the signal when the scene is instantiated, and we can do that
  150. using the :ref:`Node._ready() <class_Node_method__ready>` built-in function,
  151. which is called automatically by the engine when a node is fully instantiated.
  152. To get a reference to a node relative to the current one, we use the method
  153. :ref:`Node.get_node() <class_Node_method_get_node>`. We can store the reference
  154. in a variable.
  155. .. tabs::
  156. .. code-tab:: gdscript GDScript
  157. func _ready():
  158. var timer = get_node("Timer")
  159. The function ``get_node()`` looks at the Sprite's children and gets nodes by
  160. their name. For example, if you renamed the Timer node to "BlinkingTimer" in the
  161. editor, you would have to change the call to ``get_node("BlinkingTimer")``.
  162. .. add seealso to a page that explains node features.
  163. We can now connect the Timer to the Sprite in the ``_ready()`` function.
  164. .. tabs::
  165. .. code-tab:: gdscript GDScript
  166. func _ready():
  167. var timer = get_node("Timer")
  168. timer.connect("timeout", self, "_on_Timer_timeout")
  169. The line reads like so: we connect the Timer's "timeout" signal to the node to
  170. which the script is attached (``self``). When the Timer emits "timeout", we want
  171. to call the function "_on_Timer_timeout", that we need to define. Let's add it
  172. at the bottom of our script and use it to toggle our sprite's visibility.
  173. .. tabs::
  174. .. code-tab:: gdscript GDScript
  175. func _on_Timer_timeout():
  176. visible = not visible
  177. The ``visible`` property is a boolean that controls the visibility of our node.
  178. The line ``visible = not visible`` toggles the value. If ``visible`` is
  179. ``true``, it becomes ``false``, and vice-versa.
  180. If you run the scene now, you will see that the sprite blinks on and off, at one
  181. second intervals.
  182. Complete script
  183. ---------------
  184. That's it for our little moving and blinking Godot icon demo!
  185. Here is the complete ``Sprite.gd`` file for reference.
  186. .. tabs::
  187. .. code-tab:: gdscript GDScript
  188. extends Sprite
  189. var speed = 400
  190. var angular_speed = PI
  191. func _ready():
  192. var timer = get_node("Timer")
  193. timer.connect("timeout", self, "_on_Timer_timeout")
  194. func _process(delta):
  195. rotation += angular_speed * delta
  196. var velocity = Vector2.UP.rotated(rotation) * speed
  197. position += velocity * delta
  198. func _on_Button_pressed():
  199. set_process(not is_processing())
  200. func _on_Timer_timeout():
  201. visible = not visible
  202. Custom signals
  203. --------------
  204. .. note:: This section is a reference on how to define and use your own signals,
  205. and does not build upon the project created in previous lessons.
  206. You can define custom signals in a script. Say, for example, that you want to
  207. show a game over screen when the player's health reaches zero. To do so, you
  208. could define a signal named "died" or "health_depleted" when their health
  209. reaches 0.
  210. .. tabs::
  211. .. code-tab:: gdscript GDScript
  212. extends Node2D
  213. signal health_depleted
  214. var health = 10
  215. .. note:: As signals represent events that just occurred, we generally use an
  216. action verb in the past tense in their names.
  217. Your signals work the same way as built-in ones: they appear in the Node tab and
  218. you can connect to them like any other.
  219. .. image:: img/signals_17_custom_signal.png
  220. To emit a signal in your scripts, call ``emit_signal()``.
  221. .. tabs::
  222. .. code-tab:: gdscript GDScript
  223. func take_damage(amount):
  224. health -= amount
  225. if health <= 0:
  226. emit_signal("health_depleted")
  227. A signal can optionally declare one or more arguments. Specify the argument
  228. names between parentheses:
  229. .. tabs::
  230. .. code-tab:: gdscript GDScript
  231. extends Node
  232. signal health_changed(old_value, new_value)
  233. .. note::
  234. The signal arguments show up in the editor's node dock, and Godot can use
  235. them to generate callback functions for you. However, you can still emit any
  236. number of arguments when you emit signals. So it's up to you to emit the
  237. correct values.
  238. To emit values along with the signal, add them as extra arguments to the
  239. ``emit_signal()`` function:
  240. .. tabs::
  241. .. code-tab:: gdscript GDScript
  242. func take_damage(amount):
  243. var old_health = health
  244. health -= amount
  245. emit_signal("health_changed", old_health, health)
  246. Summary
  247. -------
  248. Any node in Godot emits signals when something specific happens to them, like a
  249. button being pressed. Other nodes can connect to individual signals and react to
  250. selected events.
  251. Signals have many uses. With them, you can react to a node entering or exiting
  252. the game world, to a collision, to a character entering or leaving an area, to
  253. an element of the interface changing size, and much more.
  254. For example, an :ref:`Area2D <class_Area2D>` representing a coin emits a
  255. ``body_entered`` signal whenever the player's physics body enters its collision
  256. shape, allowing you to know when the player collected it.
  257. In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete 2D
  258. game and put everything you learned so far into practice.