可覆写的函数与创建节点
以下所描述的这些可覆写的函数,能够应用于节点:
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
如前所诉,用这些函数替代通知系统是更好的选择。
创建节点
如果要用代码方式创建一个节点, 只需调用 .new()
方法即可,这也适用于其他的基于类的数据类型。举例说明:
var s
func _ready():
s = Sprite.new() # Create a new sprite!
add_child(s) # Add it as a child of this node.
若要删除一个节点,无论其是否在场景树之内, free()
方法一定会被调用:
func _someaction():
s.free() # Immediately removes the node from the scene and frees it.
当一个节点被释放时, 它也会释放其所有子节点。因此, 手动删除节点比看起来简单得多。释放基节点, 那么子树中的其他所有东西都会随之消失。
当我们要删除一个当前处于“阻塞”状态的节点时,就可能发生这种情况, 因为此时它正在发出信号或者在调用一个函数。这会导致游戏崩溃。使用调试器运行Godot通常能捕获这种情况并向你发出警告。
删除一个节点最安全的方法是使用 Node.queue_free()。这会在程序空闲时安全地擦除该节点。
func _someaction():
s.queue_free() # Removes the node from the scene and frees it when it becomes safe to do so.
笔者:宸少凌