Instancing with signals¶
Signals provide a way to decouple game objects, allowing you to avoid forcing a
fixed arrangement of nodes. One sign that a signal might be called for is when
you find yourself using
get_parent(). Referring directly to a node’s parent
means that you can’t easily move that node to another location in the scene tree.
This can be especially problematic when you are instancing objects at runtime
and may want to place them in an arbitrary location in the running scene tree.
Below we’ll consider an example of such a situation: firing bullets.
Consider a player character that can rotate and shoot towards the mouse. Every time the mouse button is clicked, we create an instance of the bullet at the player’s location. See 实例化 for details.
We’ll use an
Area2D for the bullet, which moves in a straight line at a
You could do this by adding the bullet to the main scene directly:
However, this will lead to a different problem. Now if you try to test your “Player” scene independently, it will crash on shooting, because there is no parent node to access. This makes it a lot harder to test your player code independently and also means that if you decide to change your main scene’s node structure, the player’s parent may no longer be the appropriate node to receive the bullets.