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