simvx.core.node¶
Node: Base node class with tree hierarchy, groups, and coroutine support.
Module Contents¶
Classes¶
Data¶
API¶
- simvx.core.node.log¶
‘getLogger(…)’
- class simvx.core.node.Node(name: str = '', **kwargs)[source]¶
Base node with tree hierarchy, groups, and coroutine support.
Attributes: name: Unique name within the parent’s children. Defaults to the class name. parent: The parent
Node, orNoneif this is the root. children: Ordered collection of child nodes, accessible by name or index. visible: Whether this node (and its descendants) should be drawn. process_mode: Controls processing behaviour during pause (INHERIT,PAUSABLE,PAUSED_ONLY,ALWAYS,DISABLED). script: Optional file path to an attached script. unique_name: WhenTrue, the node is registered in the tree for fast lookup viaSceneTree.get_unique_node().Example::
root = Node(name="Root") child = Node(name="Child") root.add_child(child) assert child.parent is root assert root.children["Child"] is child
Initialization
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- property process_mode: simvx.core.descriptors.ProcessMode[source]¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node[source]¶
Add a node as a child, reparenting it if already in a tree.
Args: node: The node to add. Removed from its current parent first.
Raises: ValueError:
nodeisselfor one ofself’s ancestors – either would create a cycle in the scene tree.
- remove_child(node: simvx.core.node.Node)[source]¶
Remove a child node from this node’s children.
- reparent(new_parent: simvx.core.node.Node)[source]¶
Remove from current parent and add to new_parent.
- get_node(path: str) simvx.core.node.Node[source]¶
Navigate tree by path: ‘Child/GrandChild’ or ‘../Sibling’.
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None[source]¶
Find first child with the given name.
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None[source]¶
Find first descendant matching
target.Dispatches on the argument type:
find(NodeClass)returns the first descendantisinstanceofNodeClass(recursive by default).find("name")returns the first descendant whosenameattribute equals the string (recursive by default).
Recursion is depth-first, pre-order. Returns
Nonewhen no match.
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node][source]¶
Iterate this node and all descendants in DFS pre-order.
- on_ready() None[source]¶
Called once after the node and all its children enter the scene tree.
Override to perform initialisation that requires the scene tree – finding sibling nodes, connecting signals, spawning children. The
treeproperty is available. Called afteron_enter_tree()and after all children’son_ready().Decorate other methods with
@on_readyto register additional ready handlers; they fire after the override in declaration order.Note: Fires again if the node is removed and re-added to the tree.
Example::
def on_ready(self): self.sprite = self.get_node("Sprite") self.health_changed.connect(self._update_hud)
- on_enter_tree() None[source]¶
Called when the node enters the scene tree, before
on_ready().Override for setup that must happen the moment the tree reference becomes available. Children have not entered yet at this point, so avoid querying child nodes here – use
on_ready()instead.Example::
def on_enter_tree(self): self.add_to_group("enemies")
- on_exit_tree() None[source]¶
Called when the node is about to leave the scene tree.
Override to clean up resources, disconnect external signals, or persist state. Children have already exited by the time this fires on the parent.
Example::
def on_exit_tree(self): self.save_progress() self.remove_from_group("enemies")
- on_process(dt: float) None[source]¶
Called every frame for game logic.
Args: dt: Seconds elapsed since the previous frame (variable timestep).
Override for movement, AI, animation triggers, or any per-frame update. Obeys
process_mode– disabled or paused nodes are skipped automatically.Decorate other methods with
@on_processto register additional per-frame handlers; they fire after the override in declaration order. For state held while a button is pressed, pollInput.is_action_pressed("name")from insideon_process.Example::
def on_process(self, dt): self.position += self.velocity * dt
- on_physics_process(dt: float) None[source]¶
Called at a fixed timestep (default 60 Hz) for physics logic.
Args: dt: Fixed time step in seconds (e.g. 1/60).
Override for deterministic physics updates – forces, collision responses, rigid-body integration. Runs independently of the render frame rate.
Example::
def on_physics_process(self, dt): self.velocity += self.gravity * dt self.move_and_slide()
- on_draw(renderer) None[source]¶
Called each frame for custom 2D drawing.
Args: renderer: The active draw-command recorder (e.g.
Draw2D).Override to issue immediate-mode draw calls such as
draw_line,draw_rect, ordraw_text. Called only whenvisibleisTrue.Example::
def on_draw(self, renderer): renderer.draw_circle(self.world_position, 10, colour=(1, 0, 0, 1))
- on_picked(event: simvx.core.events.InputEvent) None[source]¶
Called when a 3D mouse-pick event hits this node’s collision shape.
Args: event: The input event containing click position, camera ray, etc.
Override to react to direct interaction with this 3D object – selection, dragging, context menus.
Example::
def on_picked(self, event): if event.button == MouseButton.LEFT: self.selected = True
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None[source]¶
Called for input events that no
@on_inputhandler consumed.Args: event: The unhandled input event.
Use for catch-all bindings such as global debug toggles or pause menus that should only fire when no other handler returned a truthy value to consume the event. For most input handling use
@on_input(...)decorators with explicit filters; the dispatch tables route them directly without walking the tree.Example::
def on_unhandled_input(self, event): if event.key == Key.F3: self.toggle_debug_overlay()
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle[source]¶
Register a generator coroutine to run each frame. Returns a cancellable handle.
- stop_coroutine(gen_or_handle)[source]¶
Stop and remove a running coroutine (accepts generator or CoroutineHandle).
- destroy()[source]¶
Schedule this node for removal at the end of the current frame.
Signal connections made through this node’s bound methods are proactively disconnected so emitters stop dispatching to it on the next emit (Godot 4 behaviour). Lazy weak-ref cleanup in
Signal.__call__covers nodes that are GC’d withoutdestroy().
- property tree: simvx.core.scene_tree.SceneTree[source]¶
The SceneTree this node belongs to.
- classmethod get_properties() dict[str, simvx.core.descriptors.Property][source]¶
Return all Property descriptors declared on this node class and its bases.
- class simvx.core.node.Timer(duration: float = 1.0, one_shot: bool = True, autostart: bool = False, **kwargs)[source]¶
Bases:
simvx.core.node.NodeFires timeout signal after duration. Supports one-shot and repeating.
Initialization
- duration¶
‘Property(…)’
- one_shot¶
‘Property(…)’
- autostart¶
‘Property(…)’
- strict_errors: ClassVar[bool]¶
True
- script_error_raised¶
‘Signal(…)’
- classmethod __init_subclass__(**kwargs)¶
- property name: str¶
- property process_mode: simvx.core.descriptors.ProcessMode¶
- property visible: bool¶
- reset_error() None¶
- add_child(node: simvx.core.node.Node) simvx.core.node.Node¶
- remove_child(node: simvx.core.node.Node)¶
- reparent(new_parent: simvx.core.node.Node)¶
- get_node(path: str) simvx.core.node.Node¶
- find_child(name: str, recursive: bool = False) simvx.core.node.Node | None¶
- find(target: type | str, recursive: bool = True) simvx.core.node.Node | None¶
- walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]¶
- property path: str¶
- add_to_group(group: str)¶
- remove_from_group(group: str)¶
- is_in_group(group: str) bool¶
- on_ready() None¶
- on_enter_tree() None¶
- on_exit_tree() None¶
- on_physics_process(dt: float) None¶
- on_draw(renderer) None¶
- on_picked(event: simvx.core.events.InputEvent) None¶
- on_unhandled_input(event: simvx.core.events.TreeInputEvent) None¶
- start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle¶
- stop_coroutine(gen_or_handle)¶
- clear_children()¶
- destroy()¶
- property app¶
- property tree: simvx.core.scene_tree.SceneTree¶
- __getitem__(key: str)¶
- classmethod get_properties() dict[str, simvx.core.descriptors.Property]¶
- __repr__()¶