159 lines
4.9 KiB
Text
159 lines
4.9 KiB
Text
|
.. meta::
|
||
|
:keywords: Signal
|
||
|
|
||
|
.. _doc_instancing_with_signals:
|
||
|
|
||
|
Instancing with signals
|
||
|
=======================
|
||
|
|
||
|
Signals provide a way to decouple game objects, allowing you to avoid forcing a
|
||
|
fixed arrangement of nodes. One sign that a signal might be called for is when
|
||
|
you find yourself using ``get_parent()``. Referring directly to a node's parent
|
||
|
means that you can't easily move that node to another location in the scene tree.
|
||
|
This can be especially problematic when you are instancing objects at runtime
|
||
|
and may want to place them in an arbitrary location in the running scene tree.
|
||
|
|
||
|
Below we'll consider an example of such a situation: firing bullets.
|
||
|
|
||
|
Shooting example
|
||
|
----------------
|
||
|
|
||
|
Consider a player character that can rotate and shoot towards the mouse. Every
|
||
|
time the mouse button is clicked, we create an instance of the bullet at the
|
||
|
player's location. See :ref:`doc_instancing` for details.
|
||
|
|
||
|
We'll use an ``Area2D`` for the bullet, which moves in a straight line at a
|
||
|
given velocity:
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
extends Area2D
|
||
|
|
||
|
var velocity = Vector2.ZERO
|
||
|
|
||
|
func _physics_process(delta):
|
||
|
position += velocity * delta
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
public class Bullet : Area2D
|
||
|
{
|
||
|
Vector2 Velocity = new Vector2();
|
||
|
|
||
|
public override void _PhysicsProcess(float delta)
|
||
|
{
|
||
|
Position += Velocity * delta;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
However, if the bullets are added as children of the player, then they will
|
||
|
remain "attached" to the player as it rotates:
|
||
|
|
||
|
.. image:: img/signals_shoot1.gif
|
||
|
|
||
|
Instead, we need the bullets to be independent of the player's movement - once
|
||
|
fired, they should continue traveling in a straight line and the player can no
|
||
|
longer affect them. Instead of being added to the scene tree as a child of the
|
||
|
player, it makes more sense to add the bullet as a child of the "main" game
|
||
|
scene, which may be the player's parent or even further up the tree.
|
||
|
|
||
|
You could do this by adding the bullet to the main scene directly:
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
var bullet_instance = Bullet.instance()
|
||
|
get_parent().add_child(bullet_instance)
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
Node bulletInstance = Bullet.Instance();
|
||
|
GetParent().AddChild(bulletInstance);
|
||
|
|
||
|
However, this will lead to a different problem. Now if you try to test your
|
||
|
"Player" scene independently, it will crash on shooting, because there is no
|
||
|
parent node to access. This makes it a lot harder to test your player code
|
||
|
independently and also means that if you decide to change your main scene's
|
||
|
node structure, the player's parent may no longer be the appropriate node to
|
||
|
receive the bullets.
|
||
|
|
||
|
The solution to this is to use a signal to "emit" the bullets from the player.
|
||
|
The player then has no need to "know" what happens to the bullets after that -
|
||
|
whatever node is connected to the signal can "receive" the bullets and take the
|
||
|
appropriate action to spawn them.
|
||
|
|
||
|
Here is the code for the player using signals to emit the bullet:
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
extends Sprite
|
||
|
|
||
|
signal shoot(bullet, direction, location)
|
||
|
|
||
|
var Bullet = preload("res://Bullet.tscn")
|
||
|
|
||
|
func _input(event):
|
||
|
if event is InputEventMouseButton:
|
||
|
if event.button_index == BUTTON_LEFT and event.pressed:
|
||
|
emit_signal("shoot", Bullet, rotation, position)
|
||
|
|
||
|
func _process(delta):
|
||
|
look_at(get_global_mouse_position())
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
public class Player : Sprite
|
||
|
{
|
||
|
[Signal]
|
||
|
delegate void Shoot(PackedScene bullet, Vector2 direction, Vector2 location);
|
||
|
|
||
|
private PackedScene _bullet = GD.Load<PackedScene>("res://Bullet.tscn");
|
||
|
|
||
|
public override void _Input(InputEvent event)
|
||
|
{
|
||
|
if (input is InputEventMouseButton mouseButton)
|
||
|
{
|
||
|
if (mouseButton.ButtonIndex == (int)ButtonList.Left && mouseButton.Pressed)
|
||
|
{
|
||
|
EmitSignal(nameof(Shoot), _bullet, Rotation, Position);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public override _Process(float delta)
|
||
|
{
|
||
|
LookAt(GetGlobalMousePosition());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
In the main scene, we then connect the player's signal (it will appear in the
|
||
|
"Node" tab).
|
||
|
|
||
|
.. tabs::
|
||
|
.. code-tab:: gdscript GDScript
|
||
|
|
||
|
func _on_Player_shoot(Bullet, direction, location):
|
||
|
var b = Bullet.instance()
|
||
|
add_child(b)
|
||
|
b.rotation = direction
|
||
|
b.position = location
|
||
|
b.velocity = b.velocity.rotated(direction)
|
||
|
|
||
|
.. code-tab:: csharp
|
||
|
|
||
|
public void _on_Player_Shoot(PackedScene bullet, Vector2 direction, Vector2 location)
|
||
|
{
|
||
|
var bulletInstance = (Bullet)bullet.Instance();
|
||
|
AddChild(bulletInstance);
|
||
|
bulletInstance.Rotation = direction;
|
||
|
bulletInstance.Position = location;
|
||
|
bulletInstance.Velocity = bulletInstance.Velocity.Rotated(direction);
|
||
|
}
|
||
|
|
||
|
Now the bullets will maintain their own movement independent of the player's
|
||
|
rotation:
|
||
|
|
||
|
.. image:: img/signals_shoot2.gif
|