In Godot, a node is a fundamental building block for creating games and applications. Each node serves as an individual element that can perform a variety of functions, hold data, or represent a component within the scene tree.
Here's a basic rundown of nodes in Godot:
Scene Tree Structure: Godot's scene system is built around a hierarchy of nodes. The scene tree represents this hierarchy where nodes can have multiple children but only one parent, except the root node which has no parent.
Types of Nodes: There are many types of nodes available in Godot, each with its unique properties and purposes. For example, a
Sprite node is used to display 2D images, while a
RigidBody2D node applies physics to objects in 2D space.
Inheritance and Customization: Nodes can inherit from other nodes, allowing for customization and extension of functionality. You can create custom nodes by scripting or combining existing ones.
Signals and Groups: Nodes can emit signals when certain events occur and can be added to groups for easy referencing and batch operations.
Scripts and GDScript: Attaching scripts to nodes is how you give them custom behavior. Using GDScript, Godot's native scripting language, you can define how a node reacts to input, manipulates other nodes, or communicates with its environment.
Here's a simple code example showing how you might add a child node to a parent node using GDScript:
Understanding nodes and how they interact is essential for working effectively with Godot. Each game or application you create in Godot will typically be structured as a collection of interlinked nodes forming a scene tree, which becomes the blueprint of your project's content and behavior.