算法艺术创作
algorithmic-art
通过代码和可调参数创作生成艺术与交互式视觉效果。
godot-nodes-scenes【设计与创意】Structure a Godot 4.7 project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors…
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Compose games from nodes and scenes, instance them at runtime, and access the tree without crashing on freed or missing nodes. Targets Godot 4.7.
.tscn scenes, choosing how to break a feature into nodes,
instancing a PackedScene (bullets, enemies, UI), or setting up autoload singletons.get_node() / $Path returning null, or "Attempt to call on a
previously freed instance".When not to use: GDScript language/syntax → godot-gdscript; signal-based
decoupling → godot-signals-groups; physics bodies/collisions → godot-physics.
.tscn. Build small,
single-purpose scenes (Player, Bullet, Enemy) and compose larger scenes from them.
Favor adding child nodes over deep inheritance.@export config.
Save it; it becomes a PackedScene you can instance many times.preload/load → scene.instantiate() →
add_child(instance). Set position/state after adding (or before, both work).@onready var x = $Path for fixed children; use unique
names (%Name) for nodes deep in the tree; never assume a node still exists.queue_free() and guard later access with is_instance_valid().extends Node2D
const BULLET := preload("res://bullet.tscn") # preload: loaded at compile time
func shoot(at: Vector2, dir: Vector2) -> void:
var bullet := BULLET.instantiate() # create an instance of the scene
bullet.global_position = at
bullet.direction = dir # set exported/public state
add_child(bullet) # now it's in the tree and runs
@onready var label: Label = $UI/Label # $ is sugar for get_node("UI/Label")
@onready var health_bar: ProgressBar = %HealthBar # % = scene-unique name (rename-proof)
func update() -> void:
var optional := get_node_or_null("Maybe/Missing") # returns null instead of erroring
if optional:
optional.queue_free()
# game_state.gd — add in Project Settings > Globals > Autoload as "GameState".
extends Node
var score := 0
signal score_changed(value: int)
func add_score(points: int) -> void:
score += points
score_changed.emit(score) # any scene can: GameState.score_changed.connect(...)
func go_to_level_2() -> void:
# Swaps the current scene for another. Frees the old scene tree.
get_tree().change_scene_to_file("res://levels/level_2.tscn")
# Or, with a preloaded PackedScene:
# get_tree().change_scene_to_packed(LEVEL_2)
$Path / get_node() return null or error when the path is wrong or the node
isn't in the tree yet. Use @onready, verify the path matches the scene, or use
get_node_or_null() for optional nodes.$Path. Use unique names (%Name, set via right-click
Access as Unique Name) so deep references survive renames and reparenting.
free() mid-frame can crash other code still using the node. Prefer
queue_free() (deletes at end of frame) and check is_instance_valid(node).add_child() is fine, but _ready() on the child only
runs after it enters the tree — don't expect its @onready vars before that.instance() was renamed to instantiate() in Godot 4. preload runs at parse
time (path must be constant); load runs at runtime (path can be a variable).change_scene_to_file() is deferred, not immediate — Godot swaps and frees the old
scene at the end of the current frame. Any code after the call still runs against the old
tree, and get_tree().current_scene isn't the new scene until next frame. Don't read the new
scene's nodes on the same line; do it from the new scene's _ready().owner/ownership when saving scenes from code, groups vs
unique names, and node-path edge cases, read references/tree-and-instancing.md.godot-gdscript — language, lifecycle, and @onready.godot-signals-groups — decouple instanced scenes from their spawner.godot-resources — share data between instances without duplicating it.save-systems — persist scene/game state across runs.