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- .. _doc_scripting:
- Scripting
- =========
- Introduction
- ------------
- Much has been said about tools that allow users to create video games
- without programming. This appeals to many people who would love to be able to
- make a game without having to learn how to code. This need has been around for
- a long time, even inside game companies, where game designers would like to
- have more control of their game's flow.
- Many products have been shipped promising such a no-programming environment,
- but the results often fall short of expectations. The projects they produce end
- up being too complex or require solutions that are too inefficient compared to
- what could have been accomplished with traditional code.
- As a result, we think that programming is here to stay. In fact, game engines
- have been moving in this direction, adding tools that try to reduce the amount
- of code that needs to be written rather than eliminating it. The engine can
- provide many general solutions, while the developer can use code to accomplish
- specific tasks.
- Godot has embraced this goal from the beginning, and it has influenced many of
- its design decisions. First and foremost is the scene system. This system has
- many benefits, but fundamentally its goal is to relieve programmers from the
- responsibility of having to implement an overall architecture.
- When designing games using the scene system, the whole project is fragmented
- into *complementary* scenes (not individual ones). Scenes complement
- (i.e. help) each other, instead of being separate. There will be plenty of
- examples of this later on, but it's very important to remember it.
- GDScript
- --------
- :ref:`doc_gdscript` is a dynamically typed scripting language which was
- designed with the following goals:
- - Most importantly, it should feel simple, familiar, and as easy to learn as
- possible.
- - It should have a syntax that's very readable. The syntax is mostly borrowed
- from Python.
- - It should integrate tightly with Godot itself, for example sharing its memory
- model, taking advantage of the scene/node system, and exposing useful
- game-related classes already part of the Godot engine.
- Programmers generally take a few days to learn GDScript and feel comfortable
- with it within two weeks.
- As with most dynamically typed languages, the higher productivity (code is
- easier to learn, faster to write, no compilation, etc.) is balanced with a
- performance penalty. However, keep in mind that most critical code is already
- written in C++ in the engine (vector ops, physics, math, indexing, etc.), which
- results in more than sufficient performance for most types of games.
- In any case, if more performance is required, critical sections can be
- rewritten in C++ and registered with Godot, which in turn exposes them to all
- scripts. In this way, you can write a class in GDScript first but convert it to
- a C++ class later, and the rest of the game will work the same as before.
- Finally, note that GDScript provides the powerful
- `extend <http://c2.com/cgi/wiki?EmbedVsExtend>`__ keyword. Many classes in the
- Godot engine are available as base classes to be extended from.
- Scripting a scene
- -----------------
- In the rest of this tutorial, we'll set up a simple GUI scene consisting of a
- button and a label, where pressing the button will update the label. This will
- demonstrate:
- - how to write a basic script and attach it to a node
- - how to hook up UI elements via *signals*
- - how to write a script that can access other nodes in the scene
- Before continuing, please make sure to read the :ref:`doc_gdscript` reference.
- It's a simple language and the reference is short, so it will not take more
- than a few minutes to get an overview of the concepts.
- Scene setup
- ~~~~~~~~~~~
- Use the add node dialog to create the following hierarchy, with the following
- nodes:
- - Panel
- * Label
- * Button
- It should look like this in the scene tree:
- .. image:: /img/scripting_scene_tree.png
- Use the 2D editor to position and resize the button and label so that they
- look like the image below. You can set the text in the Inspector pane.
- .. image:: /img/label_button_example.png
- Finally, save the scene, with a name such as "sayhello.tscn"
- .. _doc_scripting-adding_a_script:
- Adding a script
- ~~~~~~~~~~~~~~~
- Right click on the panel node, and then select "Add Script" in the context
- menu:
- .. image:: /img/add_script.png
- The script creation dialog will pop up. This dialog allows you to set the
- language, class name, and other relevant options.
- Actually, in GDScript, the file itself represents the class, so in this case,
- the class name field is not editable.
- The node we're attaching the script to is a panel, so the "Inherits" field
- should automatically be filled in with "Panel". This is what we want as our
- script's goal is to extend this panel node's functionality.
- Finally, enter a path name for the script and select "Create":
- .. image:: /img/script_create.png
- Once this is done, the script will be created and added to the node. You can
- see this both as an extra icon in the node as well as in the script property:
- .. image:: /img/script_added.png
- To edit the script, select either of the highlighted buttons. This will bring
- you to the script editor where an existing template will be included by default:
- .. image:: /img/script_template.png
- There is not much in there. The "_ready()" function is called when the
- node (and all its children) enter the active scene. (Note: "_ready()" is not
- the a constructor; the constructor is "_init()").
- The role of the script
- ~~~~~~~~~~~~~~~~~~~~~~
- A script adds behavior to a node. It is used to control how the node functions
- as well as how it interacts with other nodes (children, parent, siblings,
- etc.). The local scope of the script is the node. In other words, the script
- inherits the functions provided by that node.
- .. image:: /img/brainslug.jpg
- Handling a signal
- ~~~~~~~~~~~~~~~~~
- Signals are "emitted" when some specific kind of action happens, and they can be
- connected to any function of any script instance. Signals are used mostly in
- GUI nodes (although other nodes have them too, and you can even define custom
- signals in your own scripts).
- In this step, we'll connect the "pressed" signal to a custom function.
- The editor provides an interface for connecting signals to your scripts. You
- can access this by selecting the node in the scene tree and then selecting the
- "Node" tab. Next, make sure that you have "Signals" selected.
- .. image:: /img/signals.png
- At this point, you could use the visual interface to hook up the "pressed"
- signal by double clicking on it and selecting a target node that already has a
- script attached to it. But for the sake of learning, we're going to code up the
- connection manually.
- To accomplish this, we will introduce a function that is probably the most used
- by Godot programmers, namely :ref:`Node.get_node() <class_Node_get_node>`.
- This function uses paths to fetch nodes anywhere in the scene, relative to the
- node that owns the script.
- In our case, because the button and the label are siblings under the panel
- where the script is attached, you can fetch the button as follows:
- ::
- get_node("Button")
- Next, write a function which will be called when the button is pressed:
- ::
- func _on_button_pressed():
- get_node("Label").set_text("HELLO!")
- Finally, connect the button's "pressed" signal to that callback in _ready(), by
- using :ref:`Object.connect() <class_Object_connect>`.
- ::
- func _ready():
- get_node("Button").connect("pressed",self,"_on_button_pressed")
- The final script should look basically like this:
- ::
- extends Panel
- func _on_button_pressed():
- get_node("Label").set_text("HELLO!")
- func _ready():
- get_node("Button").connect("pressed",self,"_on_button_pressed")
- Run the scene and press the button. You should get the following result:
- .. image:: /img/scripting_hello.png
- Why hello there! Congratulations on scripting your first scene.
- **Note:** A common misunderstanding in this tutorial is how get_node(path)
- works. For some given node, get_node(path) searches its immediate children.
- In the above code, this means that *Button* must be a child of *Panel*. If
- *Button* were instead a child of *Label*, the code to obtain it would be:
- ::
- # not for this case
- # but just in case
- get_node("Label/Button")
- Also, remember that nodes are referenced by name, not by type.
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