# Godot GDScript: Advanced Patterns Advanced patterns for scene management, save systems, performance optimization, and best practices. ## Pattern 6: Scene Management ```gdscript # scene_manager.gd (Autoload) extends Node signal scene_loading_started(scene_path: String) signal scene_loading_progress(progress: float) signal scene_loaded(scene: Node) signal transition_started signal transition_finished @export var transition_scene: PackedScene @export var loading_scene: PackedScene var _current_scene: Node var _transition: CanvasLayer var _loader: ResourceLoader func _ready() -> void: _current_scene = get_tree().current_scene if transition_scene: _transition = transition_scene.instantiate() add_child(_transition) _transition.visible = false func change_scene(scene_path: String, with_transition: bool = true) -> void: if with_transition: await _play_transition_out() _load_scene(scene_path) 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 in the main skill # 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