Improve pausing games documentation

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skyace65
2022-03-11 21:47:29 -05:00
parent 0150514670
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.. _doc_pausing_games:
Pausing games
=============
Pausing games and process mode
==============================
Pause?
------
Introduction
------------
In most games it is desirable to, at some point, interrupt the
game to do something else, such as taking a break or changing options.
However, this is not as simple as it seems. The game might be stopped,
but it might be desirable that some menus and animations continue
working.
Implementing a fine-grained control for what can be paused (and what can
not) is a lot of work, so a simple framework for pausing is provided in
Implementing a fine-grained control for what can be paused (and what cannot)
is a lot of work, so a simple framework for pausing is provided in
Godot.
How pausing works
-----------------
To set pause mode, the pause state must be set. This is done by assigning
To pause the game the pause state must be set. This is done by assigning
``true`` to the :ref:`SceneTree.paused <class_SceneTree_property_paused>` property:
.. tabs::
@@ -31,27 +27,22 @@ To set pause mode, the pause state must be set. This is done by assigning
GetTree().Paused = true;
Doing so will have the following behavior:
Doing this will cause two things. First, 2D and 3D physics will be stopped
for all nodes. Second, the behavior of certain nodes will stop or start
depending on their process mode.
- 2D and 3D physics will be stopped.
- ``_process`` and ``_physics_process`` will not be called anymore in nodes.
- ``_input`` and ``_input_event`` will not be called anymore either.
.. note:: The physics servers can be made active while the game is
paused by using their ``set_active`` methods.
This effectively stops the whole game. Calling this function from a
script, by default, will result in an unrecoverable state (nothing will
work anymore!).
Process Modes
-------------
White-listing nodes
-------------------
Before enabling pause, make sure that nodes that must keep working
during pause are white-listed. This is done by editing the "Pause Mode"
property in a node:
Each node in Godot has a "Pause Mode" that defines when it processes. It can
be found and changed under a node's :ref:`Node <class_Node>` properties in the inspector.
.. image:: img/pausemode.png
You can achieve the same result in code:
You can also alter the property with code:
.. tabs::
.. code-tab:: gdscript GDScript
@@ -66,15 +57,7 @@ You can achieve the same result in code:
PauseMode = Node.PauseModeEnum.Process;
}
By default, all nodes have this property in the "Inherit" state. This
means, that they will only process (or not) depending on what this same
property is set on the parent node. If the parent is set to "Inherit" ,
then the grandparent will be checked and so on. Ultimately, if a state
can't be found in any of the grandparents, the pause state in SceneTree
is used. This means that, by default, when the game is paused every node
will be paused.
So the three possible states for a node are:
This is what each mode tells a node to do:
- **Inherit**: Process depending on the state of the parent,
grandparent, etc. The first parent that has a non-Inherit state.
@@ -83,17 +66,34 @@ So the three possible states for a node are:
- **Process**: Process the node no matter what (and children in Inherit
mode). Paused or not this node will process.
Example
-------
By default, all nodes have this property in the "Inherit" state. If the
parent is set to "Inherit", then the grandparent will be checked and so
on. If a state can't be found in any of the grandparents, the pause state
in SceneTree is used. This means that, by default, when the game is paused
every node will be paused. Several things happen when a node stops processing.
An example of this is creating a popup or panel with controls inside,
and set its pause mode to "Process" then hide it:
``_process``, ``_physics_process``, ``_input``, and ``_input_event`` functions
will not be called". However signals still work and cause their connected function to
run, even if that function's script is attached to a node that has its pause
mode set to "Stop".
.. image:: img/pause_popup.png
animation nodes will pause their current animation, audio nodes
will pause their current audio stream, and particles will pause. These resume
automatically when the game is no longer paused.
Just by setting the root of the pause popup to "Process", all children
and grandchildren will inherit that state. This way, this branch of the
scene tree will continue working when paused.
It is important to note that even if a node is processing while the game is
paused physics will **NOT** work for it by default. As stated earlier this is
because the physics servers are turned off. The physics servers can be made
active while the game is paused by using their ``set_active`` methods.
Pause Menu Example
------------------
Here is an example of a pause menu. create a popup or panel with controls
inside, and set its pause mode to "Process" then hide it. By setting the
root of the pause popup to "Process", all children and grandchildren will
inherit that state. This way, this branch of the scene tree will continue
working when paused.
Finally, make it so when a pause button is pressed (any button will do),
enable the pause and show the pause screen.
@@ -130,5 +130,3 @@ closed:
GetNode<Control>("pause_popup").Hide();
GetTree().Paused = false;
}
And that should be all!