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Monday, September 30, 2019

Node of Command

So I told the build menu, to tell the build system, to tell the building; to upgrade. This all while the game was "paused". Any node with a script is able to get another node to run functions within their script. Something like node.function() where node is the node that has the function, and function is the function. Clear as mud until you try it.

This is great in situations where signals may be too troublesome to set-up. I'm not talking about default signals, but custom connections. It is also helpful where you can get or pass a node with w function you want to run. Not sure if you can run a node's functions on another node, but if I can I'd probably crash the engine every day. Might try it just to check.

The game is never truly "paused". Pausing the scene tree in godot just pauses processing functions (process, input, physics). Signals and calling other nodes' functions from an active node still works. (Running the _process function on a node from an un-paused menu node might crash godot) This means I can cause NPC expressions, object building, and general mischief while the game is paused just from a single active node. Cascading function calls anyone? (How to mess with the player, 101)

Arrays (really?) and dictionaries are passed by reference, not copied. This means that if a node's script sets a dictionary as equal to another dictionary, changes are synced across all instances of this dictionary. So my silos will grab the parent's exported dictionary which will be referenced from a global building dictionary (or even a nested dictionary). So updating the silos when you add/remove items will update the master dictionary.

And there are still tricks to find.

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