godot | streaming real-time event processor | Game Engine library

 by   nodejitsu JavaScript Version: 1.0.0-dev2 License: MIT

kandi X-RAY | godot Summary

kandi X-RAY | godot Summary

godot is a JavaScript library typically used in Gaming, Game Engine applications. godot has no bugs, it has a Permissive License and it has low support. However godot has 2 vulnerabilities. You can install using 'npm i godot' or download it from GitHub, npm.

Godot is a streaming real-time event processor based on Riemann written in Node.js.

            kandi-support Support

              godot has a low active ecosystem.
              It has 263 star(s) with 36 fork(s). There are 27 watchers for this library.
              It had no major release in the last 12 months.
              There are 8 open issues and 29 have been closed. On average issues are closed in 28 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of godot is 1.0.0-dev2

            kandi-Quality Quality

              godot has 0 bugs and 0 code smells.

            kandi-Security Security

              godot has 2 vulnerability issues reported (1 critical, 1 high, 0 medium, 0 low).
              godot code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              godot is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              godot releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions are not available. Examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed godot and discovered the below as its top functions. This is intended to give you an instant insight into godot implemented functionality, and help decide if they suit your requirements.
            • Registers a reconnection attempt .
            • connect to the next connection
            • Respond to the server .
            • wrap stream
            • Add defaults to object
            • Helper function for checking a given key .
            • Create an error handler .
            • Checks for a given tag
            Get all kandi verified functions for this library.

            godot Key Features

            No Key Features are available at this moment for godot.

            godot Examples and Code Snippets

            No Code Snippets are available at this moment for godot.

            Community Discussions


            Godot Pong Replay After Every Game
            Asked 2022-Apr-17 at 00:06

            I'm currently working on my Pong game project using Godot.

            Everything is working well but there's only one problem.

            After one side gets scored, the ball is stuck in the middle and not working.

            What should I add? Here is my code:



            Answered 2022-Apr-17 at 00:06

            I'm guessing the ball is a RigidBody2D.

            They are intended to be moved by the physics engine, and moving them directly (e.g. setting position) can cause problems. This one of the reason I often recommend beginners to use KinematicBody(2D), so they are not "fighting" the physics engine.

            Anyway, that is a cop-out answer. You want to teleport a RigidBody2D, let us see how to do it.

            The following is - in my opinion - the elusive proper way to teleport a RigidBody2D:

            Source https://stackoverflow.com/questions/71898123


            Is there a `HVBoxContainer` for Godot?
            Asked 2022-Apr-01 at 08:06

            Think of an RPG game where you might need to present a list of buttons. A user might enter a room where they have to select from a series of options (buttons). Is there a type of container/panel that would show clickable buttons horizontally, but wrap if needed?

            The best analogy I can think of to picture the situation is, Imagine needing to click on an item in a backpack, but each item is potentially a different width. (I can make them all the same height but the width then varies)



            Answered 2022-Apr-01 at 08:06
            Flow container for Godot 3.5 or newer

            Godot 3.5 (currently in beta) introduces HFlowContainer and VFlowContainer that will serve the propuse described.

            The HFlowContainer will fill a row and when they overflow, it will add a new row and continue there. The VFlowContainer will work on a similar fashion but with columns.

            Flow containers before Godot 3.5

            For older versions of Godot you can use the HFlowContainer addon which you can find it in the asset library (here). Note that there is no VFlowContainer counterpart.

            As everything on the asset library it is free and open source, so feel free to read the code and modify it, which can be serve as starting point if you want to make your own custom Container.

            Making your own custom Container

            The gist of making a custom Container is that it must position its children.

            For that effect you react to NOTIFICATION_SORT_CHILDREN in the _notification method. You might also want to react to NOTIFICATION_RESIZED.

            You can have a method - which I'll call layout - that you call when you get the notifications:

            Source https://stackoverflow.com/questions/71686799


            How do I check if two KinematicBody2D's are overlapping in Godot?
            Asked 2022-Mar-30 at 01:46

            I've just gotten into coding, and I'm trying to make a simple duck shooter game in Godot 3.0. I have a crosshair(Kinematicbody2D) and ducks flying across the screen(also KinematicBody2D). Is there a way that I can detect if the duck and crosshair are overlapping? Like an if statement?
            In case anyone's curious, this is the code I've got so far (This is the duck script and the comments are what I need to add in on that line).



            Answered 2022-Mar-26 at 00:48

            I don't think it makes sense to make the crosshair into a physics body. Does it collide/push/bounce off obstacles? Much less a KinematicBody2D. Do you need move_and_slide or can you get away with writing the position? So here are some alternatives to go about it, before I answer the question as posted.

            Input Pickable

            If you want to find out if the pointer interacts with a physics body, you can enable input_pickable, and you will get an "input_event" signal whenever it happens.

            Mimic input Pickable

            Otherwise you can get the position of the pointing device in an _input event and query what physics objects are there. Something like this:

            Source https://stackoverflow.com/questions/71622735


            How do you pass data into a chosen scene
            Asked 2022-Mar-23 at 09:56

            Assume we have a main menu with multiple buttons, and we have a text file which contains data behind button 1, button 2, etc.... The text data is loaded into an array of dictionaries.

            We are loading a scene like this:



            Answered 2022-Mar-23 at 09:56

            # Global singleton provides a data set, i.e.

            If you already have an autoload (singleton), I would put there the information you want to give the other scene, and have the other scene read it.

            I understand that change_scene() is "deferred" so we cant just straight away call a "setter" function for this scene, or can we?

            Correct, you can't. For the instant where the new scene is loaded the current one is already unloaded, so it can't really call a method on the new one.

            Unless you take control of the process. See Change scenes manually.

            Source https://stackoverflow.com/questions/71583642


            AnimationPlayer seek() using threading
            Asked 2022-Mar-20 at 16:16

            I have a script attached to an AnimationPlayer node and it does some long calculations,
            so in order to avoid the game engine from hanging while those calculations take place
            I created a separate thread for that function,

            but the seek() function doesn't update the animation despite adding update=true

            I've narrowed it down to this simple example:



            Answered 2022-Mar-20 at 12:34

            After testing, it appears to me that it works with a couple caveats:

            • You need to take proper care of the thread. Which I explain below.
            • The change will not be reflected in the Animation panel. However you should be able to see the animation take effect on the nodes.

            Once done properly it works on Godot 3.2 or newer. However, starting with Godot 3.4 I could be more sloppy with how I handle the thread and it would still work.

            First of all, you need to call wait_to_finish when the thread ends. Not doing it will prevent proper cleanup. If you don't have code waiting for the thread to finish, you can add this at the end of the thread code:

            Source https://stackoverflow.com/questions/71544533


            How can I fix all my area2D functions in Godot to not run on startup?
            Asked 2022-Mar-10 at 23:40

            Ok, I've been using Godot for a while now, and haven't really had any issues. But, after I added an area2D to detect the player and teleport them as shown below that I run into issues. Every time I start the game, the console shows that both of the functions have already been run, even though the starting location is nowhere near the area2Ds. In addition, because they run in enter -> exit order, it spawns me at the exit of the tunnel, instead of the start of the map.



            Answered 2022-Mar-10 at 23:40

            Are you, by chance, instancing the player character, adding it to the scene, and then setting its position (in that order)?

            That is a common reason for this problem. What happens is that it collides with the areas once you add it to the scene but before you set its position.

            To solve it set the global position before adding it to the scene.

            You could temporarily disable the behavior by any of these means:

            • Temporarily changing the layers and mask to avoid the collision (you can do it with set_collision_layer_bit and set_collision_mask_bit).
            • Temporarily disabling collision shapes (by setting disabled to true. However, use set_deferred to avoid disabling it while Godot is still doing physics computations)
            • Temporarily adding collision exceptions (by calling add_collision_exception_with and remove_collision_exception_with).
            • Having a flag that you can check in the function that takes the signal to decide if it should take effect or not.
            • Connecting the signals from code once, so they are not connected beforehand.

            Source https://stackoverflow.com/questions/71431857


            Gaps and dislocations when connecting sprites
            Asked 2022-Mar-10 at 21:09

            I'm trying to connect a few sprites together like this:

            but everytime I zoom out, I get gaps & dislocations
            I've even tried turning off filter according to this article but I'm still getting the same problem.

            Maybe I can fill the gaps with a little bit of padding and offset but the dislocations are the main concern
            how do I fix this? and make it seem & move like it's a single image?



            Answered 2022-Mar-10 at 14:04

            Your scene tree might be causing this problem. Your positions are all children of the one before. Make pos1, pos2 and pos3 siblings

            Source https://stackoverflow.com/questions/71424167


            Camera controller with fly mode in Godot
            Asked 2022-Mar-05 at 18:08

            I'm working on a little project in Godot with Procedural Terrain generation.
            I need a really basic Camera controller that instead of jumping can fly. Even the Fps controller from the Godot official's Fps Tutorial is overkilled for my needs. I'm quite new to Godot and GDScript, and even if I know well C#, I don't know hot to move in Godot with it (I prefer GDScript in Godot because of the lack of an internal editor for C#).
            Can anyone please help me? Thanks



            Answered 2022-Mar-05 at 18:08

            For testing purposes, my go to is "Simple Free-Look Camera" by adamviola, you can find it on the asset library. When you download it, it will give you a camera.gd script that you can attach to a Camera in your scene (dragging the file from the File System panel to the Scene panel will do). Make the current of the Camera is set true. And that is all it takes.

            The script mimics the basic movement of the editor camera, so you press right click to look around and WASD to fly. Q and E move vertically. And you can use the mouse wheel to change the fly speed.

            Also, just like everything in the asset library it is gratis (which is why it is not an asset store). Also it is open source. So you can open it and study the code. And also it is libre, so you are also free to modify however you want. The above description of the controls should also help as starting point for what to look for in the code.

            What follows is a short explanation of what the code of camera.gd does.

            You can find in the code that it uses Input.set_mouse_mode to capture the mouse when you press right click. And it will store the relative motion when it gets a InputEventMouseMotion (this is in _input by the way) for later rotating the Camera using a combination of rotate_y and rotate_object_local (that part is in _update_mouselook). Horizontal mouse motion is translated to yaw, and vertical mouse motion is translated to pitch, the code also clamps the pitch.

            It will also keep track of the state of the keys it is interested in. You can find the variables _w, _s, _a, _d, _q, _e on the top of the script, and updated on _input when it gets a InputEventKey. The state of those keys is used to compute a direction vector - on which it applies velocity and acceleration - and finally move the Camera with translate (you can find that on _update_movement). Note that translate is affected by the orientation of the Camera, so the z axis is where you are looking at.

            The mouse wheel input is also taken on _input, and it updates a velocity multiplier which is applied in _update_movement.

            Source https://stackoverflow.com/questions/71363512


            How to create a scalable multi-line button in Godot?
            Asked 2022-Mar-04 at 00:51

            A Button in Godot can only hold a single line of text. I can overcome this limitation by placing RichTextLabel node inside the button.

            Now the button can contain more lines of text, but its height doesn't change automatically when more lines are needed. Instead the text just overflows:

            Of course I can manually resize the button to be higher, but I'd like this to happen automatically depending on the amount of text inside. Specifically, I'm generating a list of these buttons programmatically and showing inside a HBoxContainer, with some buttons having longer and other shorter text.

            Is there a way to achieve this with Godot layout tools?



            Answered 2022-Mar-04 at 00:51

            Since the Button is in a Container, it is in control of its rect_size. The best we can do is specify a rect_min_size. There is no layout preset to have a Control depend on children Control. So, to answer the question as posted: No, we cannot achieve this with Godot layout tools. We need some scripting.

            We need to set the rect_min_size for the Button depending on the RichTextLabel. We can ask it for the height of its content with get_content_height. Which also means we need to set the width beforehand. However, it will not update right away when we set the text (we are going to use yield).

            Apparently you don't want the Container to control the height of the Button. If that is the case, I think you can remove all the flags from size_flags_vertical.

            About the width, since as I was explaining before we need to set the width to get the height… I suggest you let the Container expand the width of the Button as much a posible. Which mean setting both the Fill and Expand flags on size_flags_horizontal.

            Then, with the RichTextLabel properly set to take as much width of the parent Button as possible, you can read it height, and use it to set the height of the rect_min_size of the Button.

            One more thing: you want to set the mouse filter of the RichTextLabel to Ignore or Pass, or it will prevent pressing the Button.

            This is the code I came up with:

            Source https://stackoverflow.com/questions/71344048


            Godot odd behavior with on_body_entered and on_body_exited
            Asked 2022-Feb-28 at 17:57

            I have a KinematicBody2D (player) and an Area2D (ladder). With the following code I get clean enter and exit events that happen as the player touches and leaves the Area2D object e.g. touch Area2D and a single "enter" prints. Move back and a single "exit" prints.



            Answered 2022-Feb-28 at 17:57

            Godot is doing what you are telling it to do.

            The call set_collision_layer_bit(0, false) would be disabling the collision between the KinematicBody2D and the Area2D which means they would no longer be colliding. And since they stop colliding, you get a "body_exited" signal.

            I want to turn off collisions so the player can pass the object and re-enable them when he passes and leaves the Area2D object

            The Area2D do not stop physics bodies (StaticBody2D, KinematicBody2D, RigidBody). There must be something else doing that. For example, if you added a StaticBody2D to the ladder, or made it with a TileMap where the tiles have collision, those could stop your KinematicBody2D.

            I think the simplest approach would be to put the Area2D in a different collision layer, so you can disable the collision that stops the KinematicBody2D without disabling the Area2D.

            Other options to disable collisions include:

            • Disabling a CollisionPolygon2D or CollisionShape2D by setting disabled to true. Note: you cannot to do this while Godot is resolving collision response. To avoid that, use set_deferred to change the value of disabled.
            • Adding a collision exception by calling add_collision_exception_with. Use remove_collision_exception_with to remove the exception. This is a more fine grained tool that should be used sparingly (if you are adding lots of exception, prefer using collision layers and masks).

            Addendum: An option for the TileMap is to have two version of the tile, one with the collision and one without it. And the swap them in runtime with set_cell. However, consider using a scene instead. In fact, you might want to set the cells in the designer and replace them with actual scenes in runtime. See How to use SCENES in a TILEMAP(And 9 MORE TRICKS) | Godot Engine. You may even do it only when the player gets nearby, see How to create large Sidescrolling Map in Godot?.

            Source https://stackoverflow.com/questions/71298226

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            Godot Engine version All versions prior to 2.1.5, all 3.0 versions prior to 3.0.6. contains a Signed/unsigned comparison, wrong buffer size chackes, integer overflow, missing padding initialization vulnerability in (De)Serialization functions (core/io/marshalls.cpp) that can result in DoS (packet of death), possible leak of uninitialized memory. This attack appear to be exploitable via A malformed packet is received over the network by a Godot application that uses built-in serialization (e.g. game server, or game client). Could be triggered by multiplayer opponent. This vulnerability appears to have been fixed in 2.1.5, 3.0.6, master branch after commit feaf03421dda0213382b51aff07bd5a96b29487b.
            In Godot through 3.1, remote code execution is possible due to the deserialization policy not being applied correctly.

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