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808 lines
19 KiB
Markdown
808 lines
19 KiB
Markdown
---
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name: godot-gdscript-patterns
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description: Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization. Use when building Godot games, implementing game systems, or learning GDScript best practices.
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---
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# Godot GDScript Patterns
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Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
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## When to Use This Skill
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- Building games with Godot 4
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- Implementing game systems in GDScript
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- Designing scene architecture
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- Managing game state
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- Optimizing GDScript performance
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- Learning Godot best practices
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## Core Concepts
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### 1. Godot Architecture
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```
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Node: Base building block
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├── Scene: Reusable node tree (saved as .tscn)
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├── Resource: Data container (saved as .tres)
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├── Signal: Event communication
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└── Group: Node categorization
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```
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### 2. GDScript Basics
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```gdscript
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class_name Player
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extends CharacterBody2D
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# Signals
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signal health_changed(new_health: int)
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signal died
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# Exports (Inspector-editable)
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@export var speed: float = 200.0
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@export var max_health: int = 100
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@export_range(0, 1) var damage_reduction: float = 0.0
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@export_group("Combat")
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@export var attack_damage: int = 10
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@export var attack_cooldown: float = 0.5
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# Onready (initialized when ready)
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@onready var sprite: Sprite2D = $Sprite2D
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@onready var animation: AnimationPlayer = $AnimationPlayer
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@onready var hitbox: Area2D = $Hitbox
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# Private variables (convention: underscore prefix)
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var _health: int
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var _can_attack: bool = true
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func _ready() -> void:
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_health = max_health
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func _physics_process(delta: float) -> void:
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var direction := Input.get_vector("left", "right", "up", "down")
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velocity = direction * speed
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move_and_slide()
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func take_damage(amount: int) -> void:
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var actual_damage := int(amount * (1.0 - damage_reduction))
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_health = max(_health - actual_damage, 0)
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health_changed.emit(_health)
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if _health <= 0:
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died.emit()
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```
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## Patterns
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### Pattern 1: State Machine
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```gdscript
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# state_machine.gd
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class_name StateMachine
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extends Node
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signal state_changed(from_state: StringName, to_state: StringName)
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@export var initial_state: State
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var current_state: State
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var states: Dictionary = {}
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func _ready() -> void:
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# Register all State children
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for child in get_children():
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if child is State:
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states[child.name] = child
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child.state_machine = self
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child.process_mode = Node.PROCESS_MODE_DISABLED
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# Start initial state
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if initial_state:
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current_state = initial_state
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current_state.process_mode = Node.PROCESS_MODE_INHERIT
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current_state.enter()
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func _process(delta: float) -> void:
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if current_state:
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current_state.update(delta)
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func _physics_process(delta: float) -> void:
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if current_state:
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current_state.physics_update(delta)
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func _unhandled_input(event: InputEvent) -> void:
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if current_state:
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current_state.handle_input(event)
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func transition_to(state_name: StringName, msg: Dictionary = {}) -> void:
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if not states.has(state_name):
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push_error("State '%s' not found" % state_name)
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return
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var previous_state := current_state
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previous_state.exit()
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previous_state.process_mode = Node.PROCESS_MODE_DISABLED
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current_state = states[state_name]
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current_state.process_mode = Node.PROCESS_MODE_INHERIT
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current_state.enter(msg)
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state_changed.emit(previous_state.name, current_state.name)
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```
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```gdscript
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# state.gd
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class_name State
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extends Node
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var state_machine: StateMachine
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func enter(_msg: Dictionary = {}) -> void:
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pass
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func exit() -> void:
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pass
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func update(_delta: float) -> void:
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pass
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func physics_update(_delta: float) -> void:
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pass
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func handle_input(_event: InputEvent) -> void:
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pass
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```
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```gdscript
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# player_idle.gd
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class_name PlayerIdle
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extends State
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@export var player: Player
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func enter(_msg: Dictionary = {}) -> void:
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player.animation.play("idle")
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func physics_update(_delta: float) -> void:
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var direction := Input.get_vector("left", "right", "up", "down")
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if direction != Vector2.ZERO:
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state_machine.transition_to("Move")
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func handle_input(event: InputEvent) -> void:
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if event.is_action_pressed("attack"):
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state_machine.transition_to("Attack")
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elif event.is_action_pressed("jump"):
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state_machine.transition_to("Jump")
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```
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### Pattern 2: Autoload Singletons
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```gdscript
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# game_manager.gd (Add to Project Settings > Autoload)
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extends Node
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signal game_started
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signal game_paused(is_paused: bool)
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signal game_over(won: bool)
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signal score_changed(new_score: int)
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enum GameState { MENU, PLAYING, PAUSED, GAME_OVER }
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var state: GameState = GameState.MENU
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var score: int = 0:
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set(value):
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score = value
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score_changed.emit(score)
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var high_score: int = 0
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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_load_high_score()
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("pause") and state == GameState.PLAYING:
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toggle_pause()
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func start_game() -> void:
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score = 0
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state = GameState.PLAYING
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game_started.emit()
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func toggle_pause() -> void:
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var is_paused := state != GameState.PAUSED
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if is_paused:
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state = GameState.PAUSED
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get_tree().paused = true
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else:
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state = GameState.PLAYING
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get_tree().paused = false
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game_paused.emit(is_paused)
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func end_game(won: bool) -> void:
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state = GameState.GAME_OVER
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if score > high_score:
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high_score = score
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_save_high_score()
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game_over.emit(won)
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func add_score(points: int) -> void:
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score += points
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func _load_high_score() -> void:
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if FileAccess.file_exists("user://high_score.save"):
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var file := FileAccess.open("user://high_score.save", FileAccess.READ)
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high_score = file.get_32()
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func _save_high_score() -> void:
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var file := FileAccess.open("user://high_score.save", FileAccess.WRITE)
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file.store_32(high_score)
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```
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```gdscript
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# event_bus.gd (Global signal bus)
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extends Node
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# Player events
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signal player_spawned(player: Node2D)
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signal player_died(player: Node2D)
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signal player_health_changed(health: int, max_health: int)
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# Enemy events
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signal enemy_spawned(enemy: Node2D)
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signal enemy_died(enemy: Node2D, position: Vector2)
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# Item events
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signal item_collected(item_type: StringName, value: int)
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signal powerup_activated(powerup_type: StringName)
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# Level events
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signal level_started(level_number: int)
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signal level_completed(level_number: int, time: float)
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signal checkpoint_reached(checkpoint_id: int)
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```
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### Pattern 3: Resource-based Data
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```gdscript
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# weapon_data.gd
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class_name WeaponData
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extends Resource
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@export var name: StringName
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@export var damage: int
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@export var attack_speed: float
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@export var range: float
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@export_multiline var description: String
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@export var icon: Texture2D
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@export var projectile_scene: PackedScene
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@export var sound_attack: AudioStream
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```
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```gdscript
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# character_stats.gd
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class_name CharacterStats
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extends Resource
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signal stat_changed(stat_name: StringName, new_value: float)
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@export var max_health: float = 100.0
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@export var attack: float = 10.0
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@export var defense: float = 5.0
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@export var speed: float = 200.0
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# Runtime values (not saved)
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var _current_health: float
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func _init() -> void:
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_current_health = max_health
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func get_current_health() -> float:
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return _current_health
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func take_damage(amount: float) -> float:
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var actual_damage := maxf(amount - defense, 1.0)
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_current_health = maxf(_current_health - actual_damage, 0.0)
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stat_changed.emit("health", _current_health)
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return actual_damage
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func heal(amount: float) -> void:
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_current_health = minf(_current_health + amount, max_health)
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stat_changed.emit("health", _current_health)
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func duplicate_for_runtime() -> CharacterStats:
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var copy := duplicate() as CharacterStats
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copy._current_health = copy.max_health
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return copy
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```
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```gdscript
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# Using resources
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class_name Character
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extends CharacterBody2D
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@export var base_stats: CharacterStats
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@export var weapon: WeaponData
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var stats: CharacterStats
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func _ready() -> void:
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# Create runtime copy to avoid modifying the resource
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stats = base_stats.duplicate_for_runtime()
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stats.stat_changed.connect(_on_stat_changed)
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func attack() -> void:
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if weapon:
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print("Attacking with %s for %d damage" % [weapon.name, weapon.damage])
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func _on_stat_changed(stat_name: StringName, value: float) -> void:
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if stat_name == "health" and value <= 0:
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die()
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```
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### Pattern 4: Object Pooling
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```gdscript
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# object_pool.gd
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class_name ObjectPool
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extends Node
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@export var pooled_scene: PackedScene
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@export var initial_size: int = 10
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@export var can_grow: bool = true
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var _available: Array[Node] = []
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var _in_use: Array[Node] = []
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func _ready() -> void:
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_initialize_pool()
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func _initialize_pool() -> void:
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for i in initial_size:
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_create_instance()
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func _create_instance() -> Node:
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var instance := pooled_scene.instantiate()
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instance.process_mode = Node.PROCESS_MODE_DISABLED
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instance.visible = false
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add_child(instance)
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_available.append(instance)
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# Connect return signal if exists
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if instance.has_signal("returned_to_pool"):
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instance.returned_to_pool.connect(_return_to_pool.bind(instance))
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return instance
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func get_instance() -> Node:
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var instance: Node
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if _available.is_empty():
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if can_grow:
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instance = _create_instance()
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_available.erase(instance)
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else:
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push_warning("Pool exhausted and cannot grow")
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return null
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else:
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instance = _available.pop_back()
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instance.process_mode = Node.PROCESS_MODE_INHERIT
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instance.visible = true
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_in_use.append(instance)
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if instance.has_method("on_spawn"):
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instance.on_spawn()
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return instance
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func _return_to_pool(instance: Node) -> void:
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if not instance in _in_use:
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return
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_in_use.erase(instance)
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if instance.has_method("on_despawn"):
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instance.on_despawn()
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instance.process_mode = Node.PROCESS_MODE_DISABLED
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instance.visible = false
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_available.append(instance)
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func return_all() -> void:
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for instance in _in_use.duplicate():
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_return_to_pool(instance)
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```
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```gdscript
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# pooled_bullet.gd
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class_name PooledBullet
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extends Area2D
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signal returned_to_pool
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@export var speed: float = 500.0
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@export var lifetime: float = 5.0
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var direction: Vector2
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var _timer: float
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func on_spawn() -> void:
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_timer = lifetime
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func on_despawn() -> void:
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direction = Vector2.ZERO
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func initialize(pos: Vector2, dir: Vector2) -> void:
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global_position = pos
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direction = dir.normalized()
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rotation = direction.angle()
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func _physics_process(delta: float) -> void:
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position += direction * speed * delta
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_timer -= delta
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if _timer <= 0:
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returned_to_pool.emit()
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func _on_body_entered(body: Node2D) -> void:
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if body.has_method("take_damage"):
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body.take_damage(10)
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returned_to_pool.emit()
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```
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### Pattern 5: Component System
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```gdscript
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# health_component.gd
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class_name HealthComponent
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extends Node
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signal health_changed(current: int, maximum: int)
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signal damaged(amount: int, source: Node)
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signal healed(amount: int)
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signal died
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@export var max_health: int = 100
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@export var invincibility_time: float = 0.0
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var current_health: int:
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set(value):
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var old := current_health
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current_health = clampi(value, 0, max_health)
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if current_health != old:
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health_changed.emit(current_health, max_health)
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var _invincible: bool = false
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func _ready() -> void:
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current_health = max_health
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func take_damage(amount: int, source: Node = null) -> int:
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if _invincible or current_health <= 0:
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return 0
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var actual := mini(amount, current_health)
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current_health -= actual
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damaged.emit(actual, source)
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if current_health <= 0:
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died.emit()
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elif invincibility_time > 0:
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_start_invincibility()
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return actual
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func heal(amount: int) -> int:
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var actual := mini(amount, max_health - current_health)
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current_health += actual
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if actual > 0:
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healed.emit(actual)
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return actual
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func _start_invincibility() -> void:
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_invincible = true
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await get_tree().create_timer(invincibility_time).timeout
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_invincible = false
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```
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```gdscript
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# hitbox_component.gd
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class_name HitboxComponent
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extends Area2D
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signal hit(hurtbox: HurtboxComponent)
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@export var damage: int = 10
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@export var knockback_force: float = 200.0
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var owner_node: Node
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func _ready() -> void:
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owner_node = get_parent()
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area_entered.connect(_on_area_entered)
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func _on_area_entered(area: Area2D) -> void:
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if area is HurtboxComponent:
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var hurtbox := area as HurtboxComponent
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if hurtbox.owner_node != owner_node:
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hit.emit(hurtbox)
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hurtbox.receive_hit(self)
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```
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```gdscript
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# hurtbox_component.gd
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class_name HurtboxComponent
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extends Area2D
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signal hurt(hitbox: HitboxComponent)
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@export var health_component: HealthComponent
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var owner_node: Node
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func _ready() -> void:
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owner_node = get_parent()
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func receive_hit(hitbox: HitboxComponent) -> void:
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hurt.emit(hitbox)
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if health_component:
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health_component.take_damage(hitbox.damage, hitbox.owner_node)
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```
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### Pattern 6: Scene Management
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```gdscript
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# scene_manager.gd (Autoload)
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extends Node
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signal scene_loading_started(scene_path: String)
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signal scene_loading_progress(progress: float)
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signal scene_loaded(scene: Node)
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signal transition_started
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signal transition_finished
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@export var transition_scene: PackedScene
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@export var loading_scene: PackedScene
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var _current_scene: Node
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var _transition: CanvasLayer
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var _loader: ResourceLoader
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func _ready() -> void:
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_current_scene = get_tree().current_scene
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if transition_scene:
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_transition = transition_scene.instantiate()
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add_child(_transition)
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_transition.visible = false
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func change_scene(scene_path: String, with_transition: bool = true) -> void:
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if with_transition:
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await _play_transition_out()
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_load_scene(scene_path)
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|
|
func change_scene_packed(scene: PackedScene, with_transition: bool = true) -> void:
|
|
if with_transition:
|
|
await _play_transition_out()
|
|
|
|
_swap_scene(scene.instantiate())
|
|
|
|
func _load_scene(path: String) -> void:
|
|
scene_loading_started.emit(path)
|
|
|
|
# Check if already loaded
|
|
if ResourceLoader.has_cached(path):
|
|
var scene := load(path) as PackedScene
|
|
_swap_scene(scene.instantiate())
|
|
return
|
|
|
|
# Async loading
|
|
ResourceLoader.load_threaded_request(path)
|
|
|
|
while true:
|
|
var progress := []
|
|
var status := ResourceLoader.load_threaded_get_status(path, progress)
|
|
|
|
match status:
|
|
ResourceLoader.THREAD_LOAD_IN_PROGRESS:
|
|
scene_loading_progress.emit(progress[0])
|
|
await get_tree().process_frame
|
|
ResourceLoader.THREAD_LOAD_LOADED:
|
|
var scene := ResourceLoader.load_threaded_get(path) as PackedScene
|
|
_swap_scene(scene.instantiate())
|
|
return
|
|
_:
|
|
push_error("Failed to load scene: %s" % path)
|
|
return
|
|
|
|
func _swap_scene(new_scene: Node) -> void:
|
|
if _current_scene:
|
|
_current_scene.queue_free()
|
|
|
|
_current_scene = new_scene
|
|
get_tree().root.add_child(_current_scene)
|
|
get_tree().current_scene = _current_scene
|
|
|
|
scene_loaded.emit(_current_scene)
|
|
await _play_transition_in()
|
|
|
|
func _play_transition_out() -> void:
|
|
if not _transition:
|
|
return
|
|
|
|
transition_started.emit()
|
|
_transition.visible = true
|
|
|
|
if _transition.has_method("transition_out"):
|
|
await _transition.transition_out()
|
|
else:
|
|
await get_tree().create_timer(0.3).timeout
|
|
|
|
func _play_transition_in() -> void:
|
|
if not _transition:
|
|
transition_finished.emit()
|
|
return
|
|
|
|
if _transition.has_method("transition_in"):
|
|
await _transition.transition_in()
|
|
else:
|
|
await get_tree().create_timer(0.3).timeout
|
|
|
|
_transition.visible = false
|
|
transition_finished.emit()
|
|
```
|
|
|
|
### Pattern 7: Save System
|
|
|
|
```gdscript
|
|
# save_manager.gd (Autoload)
|
|
extends Node
|
|
|
|
const SAVE_PATH := "user://savegame.save"
|
|
const ENCRYPTION_KEY := "your_secret_key_here"
|
|
|
|
signal save_completed
|
|
signal load_completed
|
|
signal save_error(message: String)
|
|
|
|
func save_game(data: Dictionary) -> void:
|
|
var file := FileAccess.open_encrypted_with_pass(
|
|
SAVE_PATH,
|
|
FileAccess.WRITE,
|
|
ENCRYPTION_KEY
|
|
)
|
|
|
|
if file == null:
|
|
save_error.emit("Could not open save file")
|
|
return
|
|
|
|
var json := JSON.stringify(data)
|
|
file.store_string(json)
|
|
file.close()
|
|
|
|
save_completed.emit()
|
|
|
|
func load_game() -> Dictionary:
|
|
if not FileAccess.file_exists(SAVE_PATH):
|
|
return {}
|
|
|
|
var file := FileAccess.open_encrypted_with_pass(
|
|
SAVE_PATH,
|
|
FileAccess.READ,
|
|
ENCRYPTION_KEY
|
|
)
|
|
|
|
if file == null:
|
|
save_error.emit("Could not open save file")
|
|
return {}
|
|
|
|
var json := file.get_as_text()
|
|
file.close()
|
|
|
|
var parsed := JSON.parse_string(json)
|
|
if parsed == null:
|
|
save_error.emit("Could not parse save data")
|
|
return {}
|
|
|
|
load_completed.emit()
|
|
return parsed
|
|
|
|
func delete_save() -> void:
|
|
if FileAccess.file_exists(SAVE_PATH):
|
|
DirAccess.remove_absolute(SAVE_PATH)
|
|
|
|
func has_save() -> bool:
|
|
return FileAccess.file_exists(SAVE_PATH)
|
|
```
|
|
|
|
```gdscript
|
|
# saveable.gd (Attach to saveable nodes)
|
|
class_name Saveable
|
|
extends Node
|
|
|
|
@export var save_id: String
|
|
|
|
func _ready() -> void:
|
|
if save_id.is_empty():
|
|
save_id = str(get_path())
|
|
|
|
func get_save_data() -> Dictionary:
|
|
var parent := get_parent()
|
|
var data := {"id": save_id}
|
|
|
|
if parent is Node2D:
|
|
data["position"] = {"x": parent.position.x, "y": parent.position.y}
|
|
|
|
if parent.has_method("get_custom_save_data"):
|
|
data.merge(parent.get_custom_save_data())
|
|
|
|
return data
|
|
|
|
func load_save_data(data: Dictionary) -> void:
|
|
var parent := get_parent()
|
|
|
|
if data.has("position") and parent is Node2D:
|
|
parent.position = Vector2(data.position.x, data.position.y)
|
|
|
|
if parent.has_method("load_custom_save_data"):
|
|
parent.load_custom_save_data(data)
|
|
```
|
|
|
|
## Performance Tips
|
|
|
|
```gdscript
|
|
# 1. Cache node references
|
|
@onready var sprite := $Sprite2D # Good
|
|
# $Sprite2D in _process() # Bad - repeated lookup
|
|
|
|
# 2. Use object pooling for frequent spawning
|
|
# See Pattern 4
|
|
|
|
# 3. Avoid allocations in hot paths
|
|
var _reusable_array: Array = []
|
|
|
|
func _process(_delta: float) -> void:
|
|
_reusable_array.clear() # Reuse instead of creating new
|
|
|
|
# 4. Use static typing
|
|
func calculate(value: float) -> float: # Good
|
|
return value * 2.0
|
|
|
|
# 5. Disable processing when not needed
|
|
func _on_off_screen() -> void:
|
|
set_process(false)
|
|
set_physics_process(false)
|
|
```
|
|
|
|
## Best Practices
|
|
|
|
### Do's
|
|
|
|
- **Use signals for decoupling** - Avoid direct references
|
|
- **Type everything** - Static typing catches errors
|
|
- **Use resources for data** - Separate data from logic
|
|
- **Pool frequently spawned objects** - Avoid GC hitches
|
|
- **Use Autoloads sparingly** - Only for truly global systems
|
|
|
|
### Don'ts
|
|
|
|
- **Don't use `get_node()` in loops** - Cache references
|
|
- **Don't couple scenes tightly** - Use signals
|
|
- **Don't put logic in resources** - Keep them data-only
|
|
- **Don't ignore the Profiler** - Monitor performance
|
|
- **Don't fight the scene tree** - Work with Godot's design
|
|
|
|
## Resources
|
|
|
|
- [Godot Documentation](https://docs.godotengine.org/en/stable/)
|
|
- [GDQuest Tutorials](https://www.gdquest.com/)
|
|
- [Godot Recipes](https://kidscancode.org/godot_recipes/)
|