gamedev-skills/awesome-gamedev-agent-skills

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl.

Voir la source

Mode d’emploi

  1. Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
  2. Consultez le document original pour les outils, identifiants et environnements requis.
  3. Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-signals-groups

Avant de commencer

  • L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
  • Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Document Skill original

Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.

Godot Signals & Groups (4.x)

Decouple nodes with the observer pattern (signals) and act on many nodes at once (groups), instead of hard-coding references between scenes. Targets Godot 4.7.

When to use

  • Use when a node needs to tell others "something happened" (player died, item picked

up, wave cleared) without holding direct references to them.

  • Use when you need to address a whole category of nodes at once ("pause all enemies",

"save every checkpoint").

When not to use: raw signal syntax* basics → godot-gdscript; scene structure and instancing → godot-nodes-scenes. For cross-scene global events, emit from an autoload (see godot-nodes-scenes).

Core workflow

  1. Decide the direction. A child/sub-scene should emit a signal upward; the parent

connects to it. This keeps the child reusable and ignorant of who listens.

  1. Declare typed signals on the emitter; emit() them when the event occurs.
  2. Connect with a Callable (sig.connect(_on_sig)), optionally in the editor's Node

dock. Use CONNECT_ONE_SHOT for fire-once, bind() to pass extra context.

  1. Use groups for broadcast: add nodes to a named group, then iterate

get_tree().get_nodes_in_group(...) or call_group(...).

  1. Disconnect when needed (e.g. before freeing a long-lived listener) and check

is_connected() to avoid duplicate connections.

Patterns

1. Emit upward, connect from the parent

gdscript
# coin.gd (reusable pickup — knows nothing about the player or HUD)
extends Area2D
signal collected(value: int)

func _on_body_entered(body: Node) -> void:
    if body.is_in_group("player"):
        collected.emit(10)
        queue_free()
gdscript
# level.gd (the parent wires the coin to game state)
func _ready() -> void:
    for coin in get_tree().get_nodes_in_group("coins"):
        coin.collected.connect(_on_coin_collected)

func _on_coin_collected(value: int) -> void:
    GameState.add_score(value)

2. Connect flags: one-shot and bind extra arguments

gdscript
func _ready() -> void:
    # Fire exactly once, then auto-disconnect.
    $Door.opened.connect(_on_door_opened, CONNECT_ONE_SHOT)
    # bind() appends arguments supplied at connect time (after the signal's own args).
    $RedButton.pressed.connect(_on_button.bind("red"))

func _on_button(color: String) -> void:
    print("Pressed the %s button" % color)

3. Groups: broadcast to many nodes

gdscript
func pause_all_enemies() -> void:
    # Call a method on every node in the "enemies" group (no-op if missing).
    get_tree().call_group("enemies", "set_paused", true)

func count_enemies() -> int:
    return get_tree().get_nodes_in_group("enemies").size()

Add a node to a group from code or via the editor's Node > Groups tab:

gdscript
func _ready() -> void:
    add_to_group("enemies")        # remove_from_group("enemies") to leave

4. Await a signal inline

gdscript
func open_chest() -> void:
    $AnimationPlayer.play("open")
    await $AnimationPlayer.animation_finished   # pause until it emits
    spawn_loot()

Pitfalls

  • 3.x connect signature is gone. connect("died", self, "_on_died") →

died.connect(_on_died). The target is implied by the Callable. The legacy Object.connect("died", Callable(self, "_on_died")) works but the method-name string form does not.

  • Duplicate connections fire handlers multiple times. Connecting again in _ready()

after re-adding a node stacks callbacks. Guard with if not sig.is_connected(cb): sig.connect(cb).

  • Connecting to a freed node errors. Disconnect long-lived listeners, or rely on

Godot auto-disconnecting when the connected object is freed (it does for nodes).

  • Groups are global to the SceneTree, not per-scene. Two levels using the same group

name share membership. Namespace group names if that matters.

  • `call_group` silently ignores nodes lacking the method. Typos in the method name

fail quietly — prefer a typed signal when the contract matters.

  • Signal args must match. Emitting with the wrong arg count/types raises an error;

declare typed params and emit exactly those.

References

  • For connection flags, deferred connections, custom signal arguments, awaiting with

timeouts, and signals vs. direct calls trade-offs, read references/signal-patterns.md.

Related skills

  • godot-gdscript — signal/await syntax fundamentals.
  • godot-nodes-scenes — autoloads for global event buses.
  • game-ai — state machines that often drive and consume these events.

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