signals.rst 12 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. It is 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 include
  30. both a button and the ``Sprite2D.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 ``Sprite2D.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 Sprite2D. To do so, right-click
  41. on 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.
  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. Connecting a signal in the editor
  58. ---------------------------------
  59. Here, we want to connect the Button's "pressed" signal to our Sprite2D, and we
  60. want to call a new function that will toggle its motion on and off. We need to
  61. have a script attached to the Sprite2D node, which we do from the previous
  62. lesson.
  63. You can connect signals in the Node dock. Select the Button node and, on the
  64. right side of the editor, click on the tab named "Node" next to the Inspector.
  65. .. image:: img/signals_10_node_dock.png
  66. The dock displays a list of signals available on the selected node.
  67. .. image:: img/signals_11_pressed_signals.png
  68. Double-click the "pressed" signal to open the node connection window.
  69. .. image:: img/signals_12_node_connection.png
  70. There, you can connect the signal to the Sprite2D node. The node needs a
  71. receiver method, a function that Godot will call when the Button emits the
  72. signal. The editor generates one for you. By convention, we name these callback
  73. methods "_on_NodeName_signal_name". Here, it'll be "_on_Button_pressed".
  74. .. note::
  75. When connecting signals via the editor's Node dock, you can use two
  76. modes. The simple one only allows you to connect to nodes that have a
  77. script attached to them and creates a new callback function on them.
  78. .. image:: img/signals_advanced_connection_window.png
  79. The advanced view lets you connect to any node and any built-in
  80. function, add arguments to the callback, and set options. You can
  81. toggle the mode in the window's bottom-right by clicking the radio
  82. button.
  83. Click the connect button to complete the signal connection and jump to the
  84. Script workspace. You should see the new method with a connection icon in the
  85. left margin.
  86. .. image:: img/signals_13_signals_connection_icon.png
  87. If you click the icon, a window pops up and displays information about the
  88. connection. This feature is only available when connecting nodes in the editor.
  89. .. image:: img/signals_14_signals_connection_info.png
  90. Let's replace the line with the ``pass`` keyword with code that'll toggle the
  91. node's motion.
  92. Our Sprite2D moves thanks to code in the ``_process()`` function. Godot provides
  93. a method to toggle processing on and off: :ref:`Node.set_process()
  94. <class_Node_method_set_process>`. Another method of the Node class,
  95. ``is_processing()``, returns ``true`` if idle processing is active. We can use
  96. the ``not`` keyword to invert the value.
  97. .. tabs::
  98. .. code-tab:: gdscript GDScript
  99. func _on_Button_pressed():
  100. set_process(not is_processing())
  101. This function will toggle processing and, in turn, the icon's motion on and off
  102. upon pressing the button.
  103. Before trying the game, we need to simplify our ``_process()`` function to move
  104. the node automatically and not wait for user input. Replace it with the
  105. following code, which we saw two lessons ago:
  106. .. tabs::
  107. .. code-tab:: gdscript GDScript
  108. func _process(delta):
  109. rotation += angular_speed * delta
  110. var velocity = Vector2.UP.rotated(rotation) * speed
  111. position += velocity * delta
  112. Your complete ``Sprite2D.gd`` code should look like the following.
  113. .. tabs::
  114. .. code-tab:: gdscript GDScript
  115. extends Sprite2D
  116. var speed = 400
  117. var angular_speed = PI
  118. func _process(delta):
  119. rotation += angular_speed * delta
  120. var velocity = Vector2.UP.rotated(rotation) * speed
  121. position += velocity * delta
  122. func _on_Button_pressed():
  123. set_process(not is_processing())
  124. Run the scene now and click the button to see the sprite start and stop.
  125. Connecting a signal via code
  126. ----------------------------
  127. You can connect signals via code instead of using the editor. This is necessary
  128. when you create nodes or instantiate scenes inside of a script.
  129. Let's use a different node here. Godot has a :ref:`Timer <class_Timer>` node
  130. that's useful to implement skill cooldown times, weapon reloading, and more.
  131. Head back to the 2D workspace. You can either click the "2D" text at the top of
  132. the window or press :kbd:`Ctrl + F1` (:kbd:`Alt + 1` on macOS).
  133. In the Scene dock, right-click on the Sprite2D node and add a new child node.
  134. Search for Timer and add the corresponding node. Your scene should now look like
  135. this.
  136. .. image:: img/signals_15_scene_tree.png
  137. With the Timer node selected, go to the Inspector and check the **Autostart**
  138. property.
  139. .. image:: img/signals_18_timer_autostart.png
  140. Click the script icon next to Sprite2D to jump back to the scripting workspace.
  141. .. image:: img/signals_16_click_script.png
  142. We need to do two operations to connect the nodes via code:
  143. 1. Get a reference to the Timer from the Sprite2D.
  144. 2. Call the Timer's ``connect()`` method.
  145. .. note:: To connect to a signal via code, you need to call the ``connect()``
  146. method of the node you want to listen to. In this case, we want to
  147. listen to the Timer's "timeout" signal.
  148. We want to connect the signal when the scene is instantiated, and we can do that
  149. using the :ref:`Node._ready() <class_Node_method__ready>` built-in function,
  150. which is called automatically by the engine when a node is fully instantiated.
  151. To get a reference to a node relative to the current one, we use the method
  152. :ref:`Node.get_node() <class_Node_method_get_node>`. We can store the reference
  153. in a variable.
  154. .. tabs::
  155. .. code-tab:: gdscript GDScript
  156. func _ready():
  157. var timer = get_node("Timer")
  158. The function ``get_node()`` looks at the Sprite2D's children and gets nodes by
  159. their name. For example, if you renamed the Timer node to "BlinkingTimer" in the
  160. editor, you would have to change the call to ``get_node("BlinkingTimer")``.
  161. .. add seealso to a page that explains node features.
  162. We can now connect the Timer to the Sprite2D in the ``_ready()`` function.
  163. .. tabs::
  164. .. code-tab:: gdscript GDScript
  165. func _ready():
  166. var timer = get_node("Timer")
  167. timer.timeout.connect(_on_Timer_timeout)
  168. The line reads like so: we connect the Timer's "timeout" signal to the node to
  169. which the script is attached. When the Timer emits ``timeout``, we want to call
  170. the function ``_on_Timer_timeout()``, that we need to define. Let's add it at the
  171. bottom of our script and use it to toggle our sprite's visibility.
  172. .. tabs::
  173. .. code-tab:: gdscript GDScript
  174. func _on_Timer_timeout():
  175. visible = not visible
  176. The ``visible`` property is a boolean that controls the visibility of our node.
  177. The line ``visible = not visible`` toggles the value. If ``visible`` is
  178. ``true``, it becomes ``false``, and vice-versa.
  179. Complete script
  180. ---------------
  181. That's it for our little moving and blinking Godot icon demo!
  182. Here is the complete ``Sprite2D.gd`` file for reference.
  183. .. tabs::
  184. .. code-tab:: gdscript GDScript
  185. extends Sprite2D
  186. var speed = 400
  187. var angular_speed = PI
  188. func _ready():
  189. var timer = get_node("Timer")
  190. timer.connect("timeout", self, "_on_Timer_timeout")
  191. func _process(delta):
  192. rotation += angular_speed * delta
  193. var velocity = Vector2.UP.rotated(rotation) * speed
  194. position += velocity * delta
  195. func _on_Button_pressed():
  196. set_process(not is_processing())
  197. func _on_Timer_timeout():
  198. visible = not visible
  199. Custom signals
  200. --------------
  201. .. note:: This section is a reference on how to define and use your own signals,
  202. and does not build upon the project created in previous lessons.
  203. You can define custom signals in a script. Say, for example, that you want to
  204. show a game over screen when the player's health reaches zero. To do so, you
  205. could define a signal named "died" or "health_depleted" when their health
  206. reaches 0.
  207. .. tabs::
  208. .. code-tab:: gdscript GDScript
  209. extends Node2D
  210. signal health_depleted
  211. var health = 10
  212. .. note:: As signals represent events that just occurred, we generally use an
  213. action verb in the past tense in their names.
  214. Your signals work the same way as built-in ones: they appear in the Node tab and
  215. you can connect to them like any other.
  216. .. image:: img/signals_17_custom_signal.png
  217. To emit a signal in your scripts, call ``emit_signal()``.
  218. .. tabs::
  219. .. code-tab:: gdscript GDScript
  220. func take_damage(amount):
  221. health -= amount
  222. if health <= 0:
  223. emit_signal("health_depleted")
  224. A signal can optionally declare one or more arguments. Specify the argument
  225. names between parentheses:
  226. .. tabs::
  227. .. code-tab:: gdscript GDScript
  228. extends Node
  229. signal health_changed(old_value, new_value)
  230. .. note::
  231. The signal arguments show up in the editor's node dock, and Godot can use
  232. them to generate callback functions for you. However, you can still emit any
  233. number of arguments when you emit signals. So it's up to you to emit the
  234. correct values.
  235. To emit values along with the signal, add them as extra arguments to the
  236. ``emit_signal()`` function:
  237. .. tabs::
  238. .. code-tab:: gdscript GDScript
  239. func take_damage(amount):
  240. var old_health = health
  241. health -= amount
  242. emit_signal("health_changed", old_health, health)
  243. Summary
  244. -------
  245. Any node in Godot emits signals when something specific happens to them, like a
  246. button being pressed. Other nodes can connect to individual signals and react to
  247. selected events.
  248. Signals have many uses. With them, you can react to a node entering or exiting
  249. the game world, to a collision, to a character entering or leaving an area, to
  250. an element of the interface changing size, and much more.
  251. For example, an :ref:`Area2D <class_Area2D>` representing a coin emits a
  252. ``body_entered`` signal whenever the player's physics body enters its collision
  253. shape, allowing you to know when the player collected it.
  254. In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete 2D
  255. game and put everything you learned so far into practice.