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reduz edited this page Feb 23, 2014 · 15 revisions

Node

Inherits: Object\n\n### Brief Description
Base class for all the "Scene" elements.

Member Functions

Signals

Numeric Constants

  • NOTIFICATION_ENTER_SCENE = 10 - Notification received when the node enters the Scene Tree and gains access to the [RootNode]. Note that children nodes will not have received the notification at that time yet.
  • NOTIFICATION_EXIT_SCENE = 11 - Notification received when the node exits the Scene Tree and loses access to the [RootNode]. Note that parent nodes will not have received the notification at that time yet.
  • NOTIFICATION_MOVED_IN_PARENT = 12
  • NOTIFICATION_READY = 13
  • NOTIFICATION_FIXED_PROCESS = 16
  • NOTIFICATION_PROCESS = 17 - Notification received every frame when the process flag is set (see [method set_process]).
  • NOTIFICATION_PARENTED = 18 - Notification received when a node is set as a child of another node. Note that this doesn't mean that a node entered the Scene Tree.
  • NOTIFICATION_UNPARENTED = 19 - Notification received when a node is unparented (parent removed it from the list of children).
  • NOTIFICATION_PAUSED = 14
  • NOTIFICATION_UNPAUSED = 15
  • PAUSE_MODE_INHERIT = 0
  • PAUSE_MODE_STOP = 1
  • PAUSE_MODE_PROCESS = 2

Description

Nodes can be set as children of other nodes, resulting in a tree arrangement. Any tree of nodes is called a "Scene". Scenes can be saved to disk, and then instanced into other scenes. This allows for very high flexibility in the architecture and data model of the projects. scenemainloop contains the "active" tree of nodes, and a node becomes active (receinving NOTIFICATION_ENTER_SCENE) when added to that tree. A node can contain any number of nodes as a children (but there is only one tree root) with the requirement that no two childrens with the same name can exist. Nodes can, optionally, be added to groups. This makes it easy to reach a number of nodes from the code (for example an "enemies" group). Nodes can be set to "process" state, so they constantly receive a callback requesting them to process (do anything). Normal processing (#_process) happens as fast as possible and is dependent on the frame rate, so the processing time delta is variable. Fixed processing (#_fixed_process) happens a fixed amount of times per second (by default 60) and is useful to link itself to the physics. Nodes can also process input events. When set, the #_input function will be called with every input that the program receives. Since this is usually too overkill (unless used for simple projects), an #_unhandled_input function is called when the input was not handled by anyone else (usually, GUI control nodes). To keep track of the scene hieararchy (specially when instancing scenes into scenes) an "owner" can be set to a node. This keeps track of who instanced what. This is mostly useful when writing editors and tools, though. Finally, when a node is freed, it will free all its children nodes too.

Member Function Description

== _enter_scene ==

  • void _enter_scene" ( ) virtual \ Called when entered the scene. == _exit_scene ==
  • void _exit_scene" ( ) virtual \ Called when being removed from the scene. == _fixed_process ==
  • void _fixed_process" ( real delta ) virtual \ Called for fixed processing (synced to the physics). == _input ==
  • void _input" ( InputEvent event ) virtual \ Called when any input happens (also must enable with #set_process_input or the property). == _process ==
  • void _process" ( real delta ) virtual \ Called for processing. This is called every frame, with the delta time from the previous frame. == _ready ==
  • void _ready" ( ) virtual \ Called when ready (entered scene and children entered too). == _unhandled_input ==
  • void _unhandled_input" ( InputEvent event ) virtual \ Called when any input happens that was not handled by something else (also must enable with #set_process_unhandled_input or the property). == _unhandled_key_input ==
  • void _unhandled_key_input" ( InputEvent key_event ) virtual \ Called when any key input happens that was not handled by something else. == set_name ==
  • void set_name" ( String name ) \ Set the name of the node. Name must be unique within parent, and setting an already existing name will cause for the node to be automatically renamed. == get_name ==
  • String get_name" ( ) const \ Return the name of the node. Name is be unique within parent. == add_child ==
  • void add_child" ( Node node ) \ Add a child node. Nodes can have as many children as they want, but every child must have a unique name. Children nodes are automatically deleted when the parent node is deleted, so deleting a whole scene is performed by deleting its topmost node. == remove_child ==
  • void remove_child" ( Node node ) \ Remove a child node. Node is NOT deleted and will have to be deleted manually. == get_child_count ==
  • int get_child_count" ( ) const \ Return the amount of children nodes. == get_child ==
  • Node get_child" ( int idx ) const \ Return a children node by it"apos;s index (see #get_child_count). This method is often used for iterating all children of a node. == get_node ==
  • Node get_node" ( NodePath path ) const \ Fetch a node. "path" must be valid (or else error will occur) and can be either the name of a child node, a relative path (from the current node to another node), or an absolute path to a node.\ Examples ofa paths are: get_node("Sword") , get_node("../Swamp/Alligator") , get_node("/MyGame"). \ Note: fetching absolute paths only works when the node is inside the scene tree (see #is_inside_scene). == get_parent ==
  • Parent get_parent" ( ) const \ Return the parent node of the current node, or an empty Object if the node lacks a parent. == is_inside_scene ==
  • bool is_inside_scene" ( ) const \ Return wether the node is inside a scene tree (a tree where the topmost node is a [RootNode]) == is_a_parent_of ==
  • bool is_a_parent_of" ( Node node ) const \ Return //true// if the "node" argument is a direct or indirect child of the current node, otherwise return //false//. == is_greater_than ==
  • bool is_greater_than" ( Node node ) const \ Return //true// if "node" occurs later in the scene hierarchy than the current node, otherwise return //false//. == get_path ==
  • NodePath get_path" ( ) const \ Return the absolute path of the current node. This only works if the curent node is inside the scene tree (see #is_inside_scene). == get_path_to ==
  • NodePath get_path_to" ( Node node ) const \ Return the relative path from the current node to the specified node in "node" argument. Both nodes must be in the same scene, or else the function will fail. == add_to_group ==
  • void add_to_group" ( String group, bool arg1=false ) \ Add a node to a group. Groups are helpers to name and organize group of nodes, like for example: "Enemies" "Collectables", etc. A node can be in any number of groups. Nodes can be assigned a group at any time, but will not be added to it until they are inside the scene tree (see #is_inside_scene). == remove_from_group ==
  • void remove_from_group" ( String group ) \ Remove a node from a group. == move_child ==
  • void move_child" ( Node child_node, int to_pos ) \ Move a child node to a different position (order) amongst the other children. Since calls, signals, etc are performed by tree order, changing the order of chilren nodes may be useful. == raise ==
  • void raise" ( ) \ Move this node to the top of the array of nodes of the parent node. This is often useful on GUIs (control), because their order of drawing fully depends on their order in the tree. == set_owner ==
  • void set_owner" ( Node owner ) \ Set the node owner. A node can have any other node as owner (as long as a valid parent, grandparent, etc ascending in the tree). When saving a node (using SceneSaver) all the nodes it owns will be saved with it. This allows to create complex SceneTrees, with instancing and subinstancing. == get_owner ==
  • Node get_owner" ( ) const \ Get the node owner (see #set_node_owner). == remove_and_skip ==
  • void remove_and_skip" ( ) \ Remove a node and set all its children as childrens of the parent node (if exists). All even subscriptions that pass by the removed node will be unsubscribed. == get_index ==
  • int get_index" ( ) const \ Get the node index in the parent (assuming it has a parent). == print_tree ==
  • void print_tree" ( ) \ Print the screne to stdout. Used mainly for debugging purposes. == set_filename ==
  • void set_filename" ( String filename ) \ A node can contain a filename. This filename should not be changed by the user, unless writing editors and tools. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded. == get_filename ==
  • String get_filename" ( ) const \ Return a filename that may be containedA node can contained by the node. When a scene is instanced from a file, it topmost node contains the filename from where it was loaded (see #set_filename). == propagate_notification ==
  • void propagate_notification" ( int what ) \ Notify the current node and all its chldren recursively by calling notification() in all of them. == set_fixed_process ==
  • void set_fixed_process" ( bool enable ) \ Enables or disables node fixed framerate processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS at a fixed (usually 60fps, check os to change that) interval (and the #_fixed_process callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling #get_fixed_process_time. == get_fixed_process_delta_time ==
  • real get_fixed_process_delta_time" ( ) const \ Return the time elapsed since the last fixed frame. This is always the same in fixed proecssing unless the frames per second is changed in os. == is_fixed_processing ==
  • bool is_fixed_processing" ( ) const \ Return true if fixed processing is enabled (see #set_fixed_process). == set_process ==
  • void set_process" ( bool enable ) \ Enables or disables node processing. When a node is being processed, it will receive a NOTIFICATION_PROCESS on every drawn frame (and the #_process callback will be called if exists). It is common to check how much time was elapsed since the previous frame by calling #get_process_time. == get_process_delta_time ==
  • real get_process_delta_time" ( ) const \ Return the time elapsed (in seconds) since the last process callback. This is almost always different each time. == is_processing ==
  • bool is_processing" ( ) const \ Return wether processing is enabled in the current node (see #set_process). == set_process_input ==
  • void set_process_input" ( bool enable ) \ Enable input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input (see #_input). == is_processing_input ==
  • bool is_processing_input" ( ) const \ Return true if the node is processing input (see #set_process_input). == set_process_unhandled_input ==
  • void set_process_unhandled_input" ( bool enable ) \ Enable unhandled input processing for node. This is not requiered for GUI controls! It hooks up the node to receive all input that was not previously handled before (usually by a control). (see #_unhandled_input). == is_processing_unhandled_input ==
  • bool is_processing_unhandled_input" ( ) const \ Return true if the node is processing unhandled input (see #set_process_unhandled_input). == can_process ==
  • bool can_process" ( ) const \ Return true if the node can process. == get_scene ==
  • SceneMainLoop get_scene" ( ) const \ Get the current SceneMainLoop. Only returned if the node is inside the scene, else returns null. == duplicate ==
  • Node duplicate" ( ) const \ Return a duplicate of the scene, with all nodes and parameters copied. Subscriptions will not be duplicated. == replace_by ==
  • void replace_by" ( Node node, bool keep_data=false ) \ Replace a node in a scene by a given one. Subscriptions that pass through this node will be lost.
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