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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.
- However, it is still common to need a script to be processed on every
- frame. There are two types of processing: idle processing and physics
- processing.
- Idle processing is activated when the method :ref:`Node._process() <class_Node_method__process>`
- is found in a script. It can be turned off and on with the
- :ref:`Node.set_process() <class_Node_method_set_process>` function.
- This method will be called every time a frame is drawn:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _process(delta):
- # Do something...
- pass
- .. code-tab:: csharp
- public override void _Process(float delta)
- {
- // Do something...
- }
- It's important to bear in mind that the frequency with which ``_process()``
- will be called depends on how many frames per second (FPS) your application
- is running at. This rate can vary over time and devices.
- To help manage this variability the ``delta`` parameter contains the time
- elapsed in seconds, as a floating point, since the previous call to ``_process()``.
- This parameter can be used to make sure things always take the same
- amount of time, regardless of the game's FPS.
- For example, movement is often multiplied with a time delta to make movement
- speed both constant and independent from the frame rate.
- Physics processing with ``_physics_process()`` is similar, but it should be used for processes that
- must happen before each physics step, such as controlling a character.
- It always runs before a physics step and it is called at fixed time intervals:
- 60 times per second by default. You can change the interval from the Project Settings, under
- Physics -> Common -> Physics Fps.
- The function ``_process()``, however, is not synced with physics. Its frame rate is not constant and is dependent
- on hardware and game optimization. Its execution is done after the physics step on single-threaded games.
- A simple way to see the ``_process()`` function at work is to create a scene with a single Label node,
- with the following script:
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Label
- var accum = 0
- func _process(delta):
- accum += delta
- text = str(accum) # 'text' is a built-in label property.
- .. code-tab:: csharp
- public class CustomLabel : Label
- {
- private float _accum;
- public override void _Process(float delta)
- {
- _accum += delta;
- Text = _accum.ToString(); // 'Text' is a built-in label property.
- }
- }
- Which will show a counter increasing each frame.
- Groups
- ------
- Groups in Godot work like tags you might have come across in other software.
- A node can be added to as many groups as desired. This is a useful feature for
- organizing large scenes. There are two ways to add nodes to groups. The
- first is from the UI, using the Groups button under the Node panel:
- .. image:: img/groups_in_nodes.png
- And the second way is from code. The following script would add the current
- node to the ``enemies`` group as soon as it appeared in the scene tree.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _ready():
- add_to_group("enemies")
- .. code-tab:: csharp
- public override void _Ready()
- {
- base._Ready();
- AddToGroup("enemies");
- }
- This way, if the player is discovered sneaking into a secret base,
- all enemies can be notified about its alarm sounding by using
- :ref:`SceneTree.call_group() <class_SceneTree_method_call_group>`:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _on_discovered(): # This is a purely illustrative function.
- get_tree().call_group("enemies", "player_was_discovered")
- .. code-tab:: csharp
- public void _OnDiscovered() // This is a purely illustrative function.
- {
- GetTree().CallGroup("enemies", "player_was_discovered");
- }
- The above code calls the function ``player_was_discovered`` on every
- member of the group ``enemies``.
- It is also possible to get the full list of ``enemies`` nodes by
- calling
- :ref:`SceneTree.get_nodes_in_group() <class_SceneTree_method_get_nodes_in_group>`:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var enemies = get_tree().get_nodes_in_group("enemies")
- .. code-tab:: csharp
- var enemies = GetTree().GetNodesInGroup("enemies");
- The :ref:`SceneTree <class_SceneTree>` class provides many useful methods,
- like interacting with scenes, their node hierarchy and groups of nodes.
- It allows you to easily switch scenes or reload them,
- to quit the game or pause and unpause it.
- It even comes with interesting signals.
- So check it out if you have some time!
- Notifications
- -------------
- Godot has a system of notifications. These are 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. For example,
- you may add an
- :ref:`Object._notification() <class_Object_method__notification>`
- function in your script:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _notification(what):
- match what:
- NOTIFICATION_READY:
- print("This is the same as overriding _ready()...")
- NOTIFICATION_PROCESS:
- print("This is the same as overriding _process()...")
- .. code-tab:: csharp
- public override void _Notification(int what)
- {
- base._Notification(what);
- switch (what)
- {
- case NotificationReady:
- GD.Print("This is the same as overriding _Ready()...");
- break;
- case NotificationProcess:
- var delta = GetProcessDeltaTime();
- GD.Print("This is the same as overriding _Process()...");
- break;
- }
- }
- The documentation of each class in the :ref:`Class Reference <toc-class-ref>`
- shows the notifications it can receive. However, in most cases GDScript
- provides simpler overrideable functions.
- Overrideable functions
- ----------------------
- Such overrideable functions, which are described as
- follows, can be applied to nodes:
- .. tabs::
- .. code-tab:: gdscript GDScript
- 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
- .. code-tab:: csharp
- public override void _EnterTree()
- {
- // 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.
- base._EnterTree();
- }
- public override void _Ready()
- {
- // This function is called after _enter_tree, but it ensures
- // that all children nodes have also entered the Scene Tree,
- // and became active.
- base._Ready();
- }
- public override void _ExitTree()
- {
- // 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.
- base._ExitTree();
- }
- public override void _Process(float delta)
- {
- // This function is called every frame.
- base._Process(delta);
- }
- public override void _PhysicsProcess(float delta)
- {
- // This is called every physics frame.
- base._PhysicsProcess(delta);
- }
- As mentioned before, it's better to use these functions instead of
- the notification system.
- Creating nodes
- --------------
- To create a node from code, call the ``.new()`` method, like for any
- other class-based datatype. For example:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var s
- func _ready():
- s = Sprite.new() # Create a new sprite!
- add_child(s) # Add it as a child of this node.
- .. code-tab:: csharp
- private Sprite _sprite;
- public override void _Ready()
- {
- base._Ready();
- _sprite = new Sprite(); // Create a new sprite!
- AddChild(_sprite); // Add it as a child of this node.
- }
- To delete a node, be it inside or outside the scene, ``free()`` must be
- used:
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _someaction():
- s.free() # Immediately removes the node from the scene and frees it.
- .. code-tab:: csharp
- public void _SomeAction()
- {
- _sprite.Free(); // Immediately removes the node from the scene and frees it.
- }
- When a node is freed, it also frees all its child nodes. Because of
- this, manually deleting nodes is much simpler than it appears. Free
- the base node and everything else in the subtree goes away with it.
- A situation might occur where we want to delete a node that
- is currently "blocked", because it is emitting a signal or calling a
- function. This will crash the game. Running Godot
- with the debugger will often catch this case and warn you about it.
- The safest way to delete a node is by using
- :ref:`Node.queue_free() <class_Node_method_queue_free>`.
- This erases the node safely during idle.
- .. tabs::
- .. code-tab:: gdscript GDScript
- func _someaction():
- s.queue_free() # Removes the node from the scene and frees it when it becomes safe to do so.
- .. code-tab:: csharp
- public void _SomeAction()
- {
- _sprite.QueueFree(); // Removes the node from the scene and frees it when it becomes safe to do so.
- }
- Instancing scenes
- -----------------
- Instancing a scene from code is done in two steps. The
- first one is to load the scene from your hard drive:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var scene = load("res://myscene.tscn") # Will load when the script is instanced.
- .. code-tab:: csharp
- var scene = GD.Load<PackedScene>("res://myscene.tscn"); // Will load when the script is instanced.
- Preloading it can be more convenient, as it happens at parse
- time (GDScript only):
- .. tabs::
- .. code-tab:: gdscript GDScript
- var scene = preload("res://myscene.tscn") # Will load when parsing the script.
- But ``scene`` is not yet a node. It's packed in a
- special resource called :ref:`PackedScene <class_PackedScene>`.
- To create the actual node, the function
- :ref:`PackedScene.instance() <class_PackedScene_method_instance>`
- must be called. This will return the tree of nodes that can be added to
- the active scene:
- .. tabs::
- .. code-tab:: gdscript GDScript
- var node = scene.instance()
- add_child(node)
- .. code-tab:: csharp
- var node = scene.Instance();
- AddChild(node);
- The advantage of this two-step process is that a packed scene may be
- kept loaded and ready to use so that you can create as many
- instances as desired. This is especially useful to quickly instance
- several enemies, bullets, and other entities in the active scene.
- .. _doc_scripting_continued_class_name:
- Register scripts as classes
- ---------------------------
- Godot has a "Script Class" feature to register individual scripts with the
- Editor. By default, you can only access unnamed scripts by loading the file
- directly.
- You can name a script and register it as a type in the editor with the
- ``class_name`` keyword followed by the class's name. You may add a comma and an
- optional path to an image to use as an icon. You will then find your new type in
- the Node or Resource creation dialog.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends Node
- # Declare the class name here
- class_name ScriptName, "res://path/to/optional/icon.svg"
- func _ready():
- var this = ScriptName # reference to the script
- var cppNode = MyCppNode.new() # new instance of a class named MyCppNode
- cppNode.queue_free()
- .. image:: img/script_class_nativescript_example.png
- .. warning:: In Godot 3.1:
- - Only GDScript and NativeScript, i.e., C++ and other GDNative-powered languages, can register scripts.
- - Only GDScript creates global variables for each named script.
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