simvx.core.node

Node: Base node class with tree hierarchy, groups, and coroutine support.

Module Contents

Classes

Node

Base node with tree hierarchy, groups, and coroutine support.

Timer

Fires timeout signal after duration. Supports one-shot and repeating.

Data

log

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, or None if 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: When True, the node is registered in the tree for fast lookup via SceneTree.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(…)’

classmethod __init_subclass__(**kwargs)[source]
property name: str[source]
property process_mode: simvx.core.descriptors.ProcessMode[source]
property visible: bool[source]
reset_error() None[source]

Clear script error flag to re-enable processing.

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: node is self or one of self’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 descendant isinstance of NodeClass (recursive by default).

  • find("name") returns the first descendant whose name attribute equals the string (recursive by default).

Recursion is depth-first, pre-order. Returns None when no match.

find_all(node_type: type, recursive: bool = True) list[source]

Find all descendants of type.

walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node][source]

Iterate this node and all descendants in DFS pre-order.

property path: str[source]
add_to_group(group: str)[source]

Add this node to a named group.

remove_from_group(group: str)[source]

Remove this node from a named group.

is_in_group(group: str) bool[source]

Check if this node belongs to a named group.

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 tree property is available. Called after on_enter_tree() and after all children’s on_ready().

Decorate other methods with @on_ready to 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_process to register additional per-frame handlers; they fire after the override in declaration order. For state held while a button is pressed, poll Input.is_action_pressed("name") from inside on_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, or draw_text. Called only when visible is True.

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_input handler 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).

clear_children()[source]

Destroy all children of this node.

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 without destroy().

property app[source]

The App running this node’s scene tree. Available after enter_tree().

property tree: simvx.core.scene_tree.SceneTree[source]

The SceneTree this node belongs to.

__getitem__(key: str)[source]

Shorthand for get_node: self["Child/Path"].

classmethod get_properties() dict[str, simvx.core.descriptors.Property][source]

Return all Property descriptors declared on this node class and its bases.

__repr__()[source]
class simvx.core.node.Timer(duration: float = 1.0, one_shot: bool = True, autostart: bool = False, **kwargs)[source]

Bases: simvx.core.node.Node

Fires timeout signal after duration. Supports one-shot and repeating.

Initialization

duration

‘Property(…)’

one_shot

‘Property(…)’

autostart

‘Property(…)’

start(duration: float = 0)[source]

Start or restart the timer, optionally overriding duration.

stop()[source]

Stop the timer and reset time_left to zero.

property stopped: bool[source]
property time_left: float[source]
on_process(dt: float)[source]
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
find_all(node_type: type, recursive: bool = True) list
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__()