Hello all!

Like most people I find myself a recent refugee from the Unity fiasco. I’ve been trying to prototype a project in Godot and I’ve been running into an issue I would think would be pretty easy to find a solution to as it seems to be a pretty fundamental building block of any project in Godot. Perhaps I’m misunderstanding how to accomplish this in Godot, but essentially I’m instantiating a number of tiles to be used for a grid system in my game. I want these tiles to be able to emit their index and transform values and then have other scripts pick this information up as needed. From what I’ve read signals are the way to do this, however whenever I try to send a signal with or without parameters nothing seems to happen. I seem to be able to connect to the signal just fine but the method doesn’t seem to be called.

Here’s an example of me defining the signal and then emitting it:

signal index_transform()

index_transform.emit()

And here’s how I am connecting and attempting to call the method in a secondary script:

func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform():
	print("I'm Connected")

And when I’m passing parameters from what I understand I should only have to include the parameters like so:

signal index_transform(index, transform)

index_transform.emit(tile_index, tile_coordinates)
func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform(index, transform):
	print("I'm Connected")
	print("INDEX: ", index," POS: ", transform)

However neither of these seem to work. What am I doing wrong?

  • I Cast Fist@programming.dev
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    1 year ago

    Ok, tell me if I got it right. Your node structure is currently like this:

    > Map
    >> hexgrid
    >> spawn_objects
    

    And you want things to happen in this order:

    • Hexgrid instantiates the grid and tiles
    • spawn_objects will run for certain tiles

    If I got it right, then this is a situation where signals are not needed. What I would do:

    • On the Hexgrid scene, add spawn_objects as a child node
    > Hexgrid
    >> spawn_objects
    
    • Within the Hexgrid script, when the desired tile needs to spawn something, call the function from the node. Either $spawn_objects.spawn_this_thing() or declaring the node as an @onready var spawner = $spawn_objects (...) spawner.spawn_this_thing()

    Since you’ll be calling the spawn code from within the hexgrid, you’ll have full access to both nodes’ variables, parameters and functions. If you needed to get a “spawn_here” variable from the parent while within the child, you could use get_parent().spawn_here

    • plixel@programming.devOP
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      1 year ago

      Interesting!! Yeah that’s exactly what my node structure is. So basically instead of using signals and sending from one Map child to the other, use spawn_object as a child from hexgrid and then just call the spawn object function as needed since the hexgrid script already has a reference to the index and location of each tile. Thanks so much for the advice I’ll give it a shot! I ended up working out the signals issue I was having anyways but it seems like your suggestion is a cleaner solution!