248 lines
6.3 KiB
Markdown
248 lines
6.3 KiB
Markdown
# Godot GDScript: Advanced Patterns
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Advanced patterns for scene management, save systems, performance optimization, and best practices.
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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:
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if with_transition:
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await _play_transition_out()
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_swap_scene(scene.instantiate())
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func _load_scene(path: String) -> void:
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scene_loading_started.emit(path)
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# Check if already loaded
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if ResourceLoader.has_cached(path):
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var scene := load(path) as PackedScene
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_swap_scene(scene.instantiate())
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return
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# Async loading
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ResourceLoader.load_threaded_request(path)
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while true:
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var progress := []
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var status := ResourceLoader.load_threaded_get_status(path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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scene_loading_progress.emit(progress[0])
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await get_tree().process_frame
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ResourceLoader.THREAD_LOAD_LOADED:
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var scene := ResourceLoader.load_threaded_get(path) as PackedScene
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_swap_scene(scene.instantiate())
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return
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_:
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push_error("Failed to load scene: %s" % path)
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return
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func _swap_scene(new_scene: Node) -> void:
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if _current_scene:
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_current_scene.queue_free()
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_current_scene = new_scene
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get_tree().root.add_child(_current_scene)
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get_tree().current_scene = _current_scene
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scene_loaded.emit(_current_scene)
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await _play_transition_in()
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func _play_transition_out() -> void:
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if not _transition:
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return
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transition_started.emit()
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_transition.visible = true
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if _transition.has_method("transition_out"):
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await _transition.transition_out()
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else:
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await get_tree().create_timer(0.3).timeout
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func _play_transition_in() -> void:
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if not _transition:
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transition_finished.emit()
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return
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if _transition.has_method("transition_in"):
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await _transition.transition_in()
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else:
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await get_tree().create_timer(0.3).timeout
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_transition.visible = false
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transition_finished.emit()
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```
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## Pattern 7: Save System
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```gdscript
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# save_manager.gd (Autoload)
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extends Node
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const SAVE_PATH := "user://savegame.save"
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const ENCRYPTION_KEY := "your_secret_key_here"
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signal save_completed
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signal load_completed
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signal save_error(message: String)
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func save_game(data: Dictionary) -> void:
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var file := FileAccess.open_encrypted_with_pass(
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SAVE_PATH,
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FileAccess.WRITE,
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ENCRYPTION_KEY
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)
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if file == null:
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save_error.emit("Could not open save file")
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return
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var json := JSON.stringify(data)
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file.store_string(json)
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file.close()
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save_completed.emit()
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func load_game() -> Dictionary:
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if not FileAccess.file_exists(SAVE_PATH):
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return {}
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var file := FileAccess.open_encrypted_with_pass(
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SAVE_PATH,
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FileAccess.READ,
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ENCRYPTION_KEY
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)
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if file == null:
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save_error.emit("Could not open save file")
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return {}
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var json := file.get_as_text()
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file.close()
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var parsed := JSON.parse_string(json)
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if parsed == null:
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save_error.emit("Could not parse save data")
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return {}
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load_completed.emit()
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return parsed
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func delete_save() -> void:
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(SAVE_PATH)
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func has_save() -> bool:
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return FileAccess.file_exists(SAVE_PATH)
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```
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```gdscript
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# saveable.gd (Attach to saveable nodes)
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class_name Saveable
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extends Node
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@export var save_id: String
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func _ready() -> void:
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if save_id.is_empty():
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save_id = str(get_path())
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func get_save_data() -> Dictionary:
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var parent := get_parent()
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var data := {"id": save_id}
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if parent is Node2D:
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data["position"] = {"x": parent.position.x, "y": parent.position.y}
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if parent.has_method("get_custom_save_data"):
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data.merge(parent.get_custom_save_data())
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return data
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func load_save_data(data: Dictionary) -> void:
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var parent := get_parent()
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if data.has("position") and parent is Node2D:
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parent.position = Vector2(data.position.x, data.position.y)
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if parent.has_method("load_custom_save_data"):
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parent.load_custom_save_data(data)
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```
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## Performance Tips
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```gdscript
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# 1. Cache node references
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@onready var sprite := $Sprite2D # Good
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# $Sprite2D in _process() # Bad - repeated lookup
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# 2. Use object pooling for frequent spawning
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# See Pattern 4 in the main skill
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# 3. Avoid allocations in hot paths
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var _reusable_array: Array = []
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func _process(_delta: float) -> void:
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_reusable_array.clear() # Reuse instead of creating new
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# 4. Use static typing
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func calculate(value: float) -> float: # Good
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return value * 2.0
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# 5. Disable processing when not needed
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func _on_off_screen() -> void:
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set_process(false)
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set_physics_process(false)
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```
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## Best Practices
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### Do's
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- **Use signals for decoupling** - Avoid direct references
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- **Type everything** - Static typing catches errors
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- **Use resources for data** - Separate data from logic
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- **Pool frequently spawned objects** - Avoid GC hitches
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- **Use Autoloads sparingly** - Only for truly global systems
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### Don'ts
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- **Don't use `get_node()` in loops** - Cache references
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- **Don't couple scenes tightly** - Use signals
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- **Don't put logic in resources** - Keep them data-only
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- **Don't ignore the Profiler** - Monitor performance
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- **Don't fight the scene tree** - Work with Godot's design
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