Best Practices: Godot GDScript - Decouple Systems

This chapter looks at how to create and manage decoupled systems in Godot and take advantage of the game engine tools for building reusable and independent building blocks for our projects.

Decoupled systems:

  1. Can be tested on their own.
  2. Are black boxes that are fed data and produce some output. They don’t care where they get the data from.
  3. Don’t know anything about the outside world.

This makes them independent and reusable across projects. This also makes them compose. We can create complex systems using aggregation by adding several decoupled nodes to a scene and using them from a parent node. This means you can remove any of the nodes below the parent and the scene will still work without errors.

For an example of this, see the Player in our Godot Platformer 2D project.

In Object-Oriented Programming, aggregation is a type of association between objects. In the example above, the Player object uses other objects such as the Hook or the CameraRig but these can still work even if we remove the association with the Player node.

Every building-block scene should run by itself without errors

If you save a branch as an independent scene, it should run without any errors on its own.

Godot relies on its node tree. It’s a recursive data structure such that we can pick any node in the tree with all of its children and this is a tree itself. You can consider each branch of the scene tree as an independent scene.

Screenshot of a real system scene tree layout from OpenRPG

Screenshot of a real system scene tree layout from OpenRPG

In the example above, you can view each node as a separate scene, be it Board or QuestSystem.

If we save QuestSystem using Save Branch as Scene and run it locally by pressing F6, it should run without any error even if it doesn’t have the same behaviour as when run as part of the Game scene.

You should never have direct references to specific objects from another system. Instead, you should rely on a parent node to route information and let the systems interconnect via signals. We’ll discuss more about signal handling in the next section: the event bus pattern.

In the example above, the Game node has a script attached to it. This script sends information from one system to another, while the QuestSystem or DialogSystem have no knowledge about any other system other than themselves for example.

Use signals to coordinate time-dependent interactions

Godot’s signals use the Observer pattern. It’s a useful tool that allows one node to react to a change in another without storing it or having a direct reference to it. Sometimes direct function calls aren’t the right way to interact with objects.

We also can’t always predict when an event will occur. Perhaps an animation has a random or varied duration for example. Signals allow us to react to the animation right when it finishes, regardless of its duration.

Rely on signals when orchestrating time-dependent interactions.

More tips about independent scenes

Here are a few ideas that could improve code maintainability and overall structure:

  • As discussed before, each scene should run locally using F6 without error.
  • Break up complex functions into smaller functions (ideally up to 10-15 lines of code and no more) and give them descriptive names.
  • Don’t store references to systems within other systems.
  • Never alter state from a function that returns a concrete type (i.e. functions that don’t return -> void).

Lets look at some examples of these. Take the following:



func _unhandled_input(event: InputEvent) -> void:
  var move_direction := Utils.get_direction(event)
  if event.is_action_pressed("tap"):
    party_command({tap_position = board.get_global_mouse_position()})
  elif not dialog_system.is_open and move_direction != Vector2():
    party_command({move_direction = move_direction})

func party_command(msg: Dictionary = {}) -> void:
  var leader := party.get_member(0)
  if leader == null:

  var path := prepare_path(leader, msg)
  party_walk(leader, path)

  var destination := get_party_destination(path)
  if destination != Vector2():
    emit_signal("party_walk_started", {"to": destination})

func prepare_path(leader: Actor, msg: Dictionary = {}) -> Array:
  var path := []
  match msg:
    {"tap_position": var tap_position}:
      path = board.get_point_path(leader.position, tap_position)
    {"move_direction": var move_direction}:
      if move_direction in board.path_finder.possible_directions:
        var from: Vector2 = leader.position
        var to := from + Utils.to_px(move_direction,
        if not in
  return path

func party_walk(leader: Actor, path: Array) -> void:
  if leader.is_walking:

  for member in party.get_members():
    if member != leader:
      path = [member.position] + path

func get_party_destination(path: Array) -> Vector2:
  var destination: Vector2 = path[path.size() - 1] if not path.empty() else Vector2()
  return destination

We can read through party_command without looking at the implementation of other functions because we already have a good idea about what it does. We divided up the implementation into smaller functions and gave expressive names to these functions.

The implementation for checking if the walk command can be issued is found the parent node Because the verification depends on the Board system and the Party object is independent, we have a sibling relationship. The validation step depends on both Party and Board and that’s why it’s taken care of in the level of the top Game node. Otherwise we’d have to introduce an interdependence between Party and Board which would tightly couple these systems.

Note how we could have had Party set up in such a way as to store a reference to Board and do all the validation checks on path inside of Party, but this would mean that it is tightly coupled with Board which is something we want to avoid.

The prepare_path and get_party_destination functions each return a concrete type: -> Array and -> Vector2 respectively. Their job is to return these calculations and nothing more. They don’t alter the state in any other way, which makes them “pure”. Impure functions are much harder to track because they can change state in ways that isn’t easily seen.

Now, this isn’t a hard rule. For example, we may want to return a bool value from within a function upon the successful execution of a behaviour.

The party_walk function could be rewritten like this:

func party_command(msg: Dictionary = {}) -> void:
  var leader := party.get_member(0)
  if leader == null:

  var path := prepare_path(leader, msg)
  if party_walk(leader, path):
    var destination := get_party_destination(path)
    emit_signal("party_walk_started", {"to": destination})


func party_walk(leader: Actor, path: Array) -> bool:
  if leader.is_walking:
    return false

  for member in party.get_members():
    if member != leader:
      path = [member.position] + path
  return true

Sometimes returning bool values like this in order to validate a successful execution is a decent idea.

Keep in mind these are just guidelines!

Know when to break the guidelines

There are cases when you can get away with a simpler way to manage scene nodes. If the scene is intended to be one building block that’s supposed to be self-contained, then we can think of a “contract” that the scene will have to honor. In this case we can use the owner node property to access the root node of the scene from any level. This can greatly simplify interactions within the scene. We use this approach throughout our implementation of the State Machine system from our 2D Platformer demo:

extends State

var last_checkpoint: Area2D = null

func _on_Player_animation_finished(anim_name: String) -> void:
	_state_machine.transition_to('Spawn', {last_checkpoint = last_checkpoint})

func enter(msg: Dictionary = {}) -> void:
	last_checkpoint = msg.last_checkpoint
	owner.camera_rig.is_active = true"die")"animation_finished", self, "_on_Player_animation_finished")

func exit() -> void:"animation_finished", self, "_on_Player_animation_finished")

We use the owner property to directly access the root node in the Die state. The owner in this case is the Player node.