• russ
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    1 year ago

    Anonymous functions and callables have been a really nice step-up for GDscript.

    Lots of formerly annoying things are much cleaner now, like getting away from connecting signals with strings, and using map and filter, etc.

      • russ
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        1 year ago

        Indeed! I pulled a few below (too many?) from my current project, Dino, which is on github if you want to dig into more.

        Some of these make use of custom autoloads, but should still show the idea. Note the use of bind in places as well, which is making use of the same func/callable improvements.

        • Inlining a setup_fn to be called on the player after they’re respawned:
        func on_player_died(_player):
          Game.respawn_player.call_deferred({setup_fn=func(p):
            Hotel.check_in(p, {health=p.initial_health})})
        
        • Inlining a hide_fn predicate in a list of data (these dictionaries eventually get mapped into buttons)
        var menu_scenes = [
          {label="Start Game", fn=Game.restart_game.bind(SuperElevatorLevel)},
          {label="Dino Menu", fn=Navi.nav_to_main_menu,
           hide_fn=func(): return not (OS.has_feature("dino") or OS.has_feature("editor")),
        }]
        
        • Gathering a list of resource_paths from a list of levels:
        var level_paths = levels.map(func(l): return l.resource_path)
        
        • A basic inline connect:
        player.ready.connect(func(): player_ready.emit(player))
        
        • A more interesting connect:
        func on_player_spawned(player):
          player.died.connect(on_player_died.bind(player), CONNECT_ONE_SHOT)
        
        • Creating a bunch of actions that use predicates heavily:

        I have a general actions system, so it’s nice to be able to implement small functions to describe some behavior rather than create a fully named function for every piece of logic.

        var actions = [
          Action.mk({label="Open", fn=open_door,
            source_can_execute=func(): return state == door_state.CLOSED}),
          Action.mk({label="Close", fn=close_door,
            source_can_execute=func(): return state == door_state.OPEN}),
          Action.mk({label="Unlock", fn=unlock_door,
            source_can_execute=func(): return state == door_state.LOCKED,
            actor_can_execute=func(actor):
            if actor.has_method("can_unlock_door"):
              return actor.can_unlock_door()
            }),
          Action.mk({label="Jostle", fn=jostle_door,
            source_can_execute=func(): return state == door_state.LOCKED,
            actor_can_execute=func(actor):
            if actor.has_method("can_unlock_door"):
              return not actor.can_unlock_door()
            return true
            })
          ]