Disable _draw in Godot

TODO: collapasable, copyable, download, etc

In Godot 4, I attached a script to an object and implemented _draw. How is this easily disabled?In Godot 4, if you want to disable the _draw function, you can use the update() method conditionally and control whether the custom drawing should happen or not. Here's a basic approach to achieve this:

  1. Using a flag to control drawing: Define a boolean flag that determines whether drawing should occur. Based on this flag, you can conditionally call the update() method which triggers the _draw function.
extends Node2D

var draw_enabled = false

func _ready():
    # Initial state: drawing is disabled
    draw_enabled = false

func _process(delta):
    if Input.is_action_just_pressed("ui_toggle_draw"):
        draw_enabled = !draw_enabled
        update()  # Trigger a redraw

func _draw():
    if not draw_enabled:
        return
    # Your drawing code here
    draw_circle(Vector2(50, 50), 30, Color.red)

In this example:

  • draw_enabled controls whether the _draw function should execute its drawing code.
  • ui_toggle_draw is an input action defined in the Input Map (e.g., toggling drawing with a key press).
  • When the draw_enabled flag is toggled, update() is called to request a redraw, and _draw will execute based on the flag's state.
  1. Disable drawing by not calling update(): Another approach is to control when the update() method is called, which determines when _draw is executed. If you never call update(), _draw will not be executed.
extends Node2D

var draw_enabled = false

func _ready():
    # Initial state: drawing is disabled
    draw_enabled = false

func _process(delta):
    if Input.is_action_just_pressed("ui_toggle_draw"):
        draw_enabled = !draw_enabled
        if draw_enabled:
            update()  # Trigger a redraw if drawing is enabled

func _draw():
    # Your drawing code here
    draw_circle(Vector2(50, 50), 30, Color.red)

In this example:

  • The _draw function will only be called if draw_enabled is true and update() is explicitly called.

Choose the approach that best fits your use case. The first approach gives you finer control within the _draw function, while the second approach manages the enabling and disabling by controlling the update() calls.

Disable _draw in Godot created at Tue Jan 20 1970 21:57:19 GMT+0000 (Coordinated Universal Time)

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