Go, Go, Godot!
  • 0

A GDScript refactoring exercise

December 22, 2022

Arguably, more fun than writing code is removing code. I was assembling a split-screen multiplayer UI.

The goal behavior is to show/hide the appropriate displays for the players, depending on how many players there are.

Initially, the code to update the UI was very simple, because I started with two players. In that case, you can get away with just toggling the visibility of the second player’s display.

Once I added more scenarios, the code got lengthier. In order to support 0 – 4 players correctly, it ended up looking like this:

## Show the correct viewports based on player count
func _update_player_viewports():
    match num_players:
        0:
            %HBTop.visible = false
            %HBBottom.visible = false
        1:
            %HBTop.visible = true
            %HBTop/VPC1.visible = true
            %HBTop/VPC2.visible = false
            %HBBottom.visible = false
        2:
            %HBTop.visible = true
            %HBTop/VPC1.visible = true
            %HBTop/VPC2.visible = true
            %HBBottom.visible = false
        3:
            %HBTop.visible = true
            %HBTop/VPC1.visible = true
            %HBTop/VPC2.visible = true
            %HBBottom.visible = true
            %HBBottom/VPC1.visible = true
            %HBBottom/VPC2.visible = false
        4:
            %HBTop.visible = true
            %HBTop/VPC1.visible = true
            %HBTop/VPC2.visible = true
            %HBBottom.visible = true
            %HBBottom/VPC1.visible = true
            %HBBottom/VPC2.visible = true

If you’re familiar with the match statement syntax, this code is really quite straightforward. It’s a bit naïve verbose, but it is easy to follow and structured enough to be readable. But could it be shorter? The cases for three and four players look nearly identical.

Sometimes it can be risky to refactor something verbose for a bit more brevity. Some solutions might end up being “too clever”. I try to aim for clarity first unless there are specific performance demands.

Usually, it’s a matter of how to approach the problem. The code above very clearly divides up the use cases. If I’m dealing with three players, I know I need to look at the 3: block and that I can ignore the other blocks of code. It’s very light in terms of cognitive load.

This code snippet achieves that same behavior, but in only 8 lines of code instead of 30:

## Show the correct viewports based on player count
func _update_player_viewports():
    %HBTop.visible = num_players > 0
    %HBTop/VPC1.visible = num_players > 0
    %HBTop/VPC2.visible = num_players > 1
    %HBBottom.visible = num_players > 2
    %HBBottom/VPC1.visible = num_players > 2
    %HBBottom/VPC2.visible = num_players > 3

But is it as intuitive?

  1. The match statement is entirely gone.
  2. Each node is updated exactly once (but with a boolean expression instead of a boolean constant; arguably less declarative and needs computation by the reader).
  3. The order of nodes is specified so that the visibility is true until it’s false . Example for 2 players:
## Update the viewports to reflect the configured players
func _update_player_viewports():
    %HBTop.visible = num_players > 0
    %HBTop/VPC1.visible = num_players > 0
    %HBTop/VPC2.visible = num_players > 1
    %HBBottom.visible = num_players > 2
    %HBBottom/VPC1.visible = num_players > 2
    %HBBottom/VPC2.visible = num_players > 3

Well, it’s shorter anyway.

One final touch: I want to always show the first viewport, even when there are no players:

## Show the correct viewports based on player count
func _update_player_viewports():
    %HBTop.visible = num_players >= 0
    %HBTop/VPC1.visible = num_players >= 0
    %HBTop/VPC2.visible = num_players > 1
    %HBBottom.visible = num_players > 2
    %HBBottom/VPC1.visible = num_players > 2
    %HBBottom/VPC2.visible = num_players > 3
developer experienceobject-oriented Programmingprogramming
Posted in Godot.
Share
PreviousIs Godot is the Linux of Game Engines?
NextWhen not all strings are Strings. Detect bugs in your GDscript more easily with static typing

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Related Posts

  • August 1, 2022

    Godot Engine on the Steam Deck – Developing games on the go?

    Once I found out about the Steam Deck’s Desktop Mode, it got even more interesting. Steam Deck’s Gaming Mode vs Desktop Mode You see, the Steam Deck defaults to an analog of Big Picture mode on PC. It runs full screen in “Steam Deck gaming console” mode. But underneath all that is a Linux system …

  • February 15, 2024

    Inventory System v1.8 available

    The latest version includes a few new enhancements, and an experiment: The sequencer demo uses inventory instances to hold music notes, which can be played back. This was inspired by music trackers that were popular in the 90s, such as Scream Tracker and Impulse Tracker. The sequencer isn’t meant to be a production-ready digital audio …

  • November 27, 2024

    Toggling Visibility of Nested CanvasLayers

    I had a setup with nested CanvasLayer nodes. Toggling the visibility of the root CanvasLayer doesn’t hide any nested CanvasLayer nodes. My solution was to listen to the visibility_changed signal, find any CanvasLayer child nodes, and apply the same visibility to them.

  • October 23, 2023

    Fire, Rain, and Black Hole particle effects

    This video is from December last year and uses Godot 4.0-beta7, but I thought it was interesting, because… particle effects!

    © 2026 GoGoGodot.io. All rights reserved.