2022-04-13
Godot experiments
3:15pm
Playing around with ways to avoid the "editable children" pitfall in godot. Stay tuned.
6:30pm
Node tree for our custom node called "Thing":
Thing ├── Area2D │ └── CollisionShape2D └── Sprite
"Thing.gd":
tool
extends Node2D
export var sprite: Texture = null setget set_sprite
export var collision_shape: Shape2D = null setget set_collision_shape
onready var _sprite: Sprite = $Sprite
onready var _collision_shape: CollisionShape2D = $Area2D/CollisionShape2D
func _get_configuration_warning() -> String:
var warnings = []
if sprite == null:
warnings.append("missing sprite")
if collision_shape == null:
warnings.append("missing collision_shape")
return PoolStringArray(warnings).join("; ")
func set_sprite(value: Texture) -> void:
sprite = value
if not is_inside_tree():
yield(self, "ready")
if _sprite != null:
_sprite.texture = sprite
func set_collision_shape(value: Shape2D) -> void:
collision_shape = value
if not is_inside_tree():
yield(self, "ready")
if _collision_shape != null:
_collision_shape.shape = collision_shape
The idea here is to encapsulate all of the "wiring" by exposing the public attributes as exported variables. In this case, two elements: the sprite texture (`Sprite`), as well as a collision box (`Area2D`, which requires some kind of `CollisionShape`-esque child).
A brief tour:
tool
This is necessary for running the script in the editor (which allows for live updates).
export var ...
This allows for assigning instance variables via the editor UI.
func _get_configuration_warning(): -> String:
This allows for displaying a warning (in the editor and the console), basically I'm using it here to define required attrs.
The setter functions for the `sprite` and `collision_shape` attributes allows us to wire the custom nodes attributes into the private children, as necessary. One little "gotcha" here, the `yield` business is for handing the case when the setter is called during initial construction of the node, otherwise the wiring never actually happens. The `yield` lets us pause execution until the `ready` signal has fired, letting us know the base node has entered the editor tree.
I've got a few places I want to get some real-world practice with this particular pattern, so stay tuned for more info.
© 2025 Matthew Ryan Dillon