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 countfunc_update_player_viewports():match num_players:0:%HBTop.visible=false%HBBottom.visible=false1:%HBTop.visible=true%HBTop/VPC1.visible=true%HBTop/VPC2.visible=false%HBBottom.visible=false2:%HBTop.visible=true%HBTop/VPC1.visible=true%HBTop/VPC2.visible=true%HBBottom.visible=false3:%HBTop.visible=true%HBTop/VPC1.visible=true%HBTop/VPC2.visible=true%HBBottom.visible=true%HBBottom/VPC1.visible=true%HBBottom/VPC2.visible=false4:%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 countfunc_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?
The match statement is entirely gone.
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).
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 playersfunc_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 countfunc_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
A new version of the Inventory System is available. This release includes various refinements to existing systems to flesh out more combat-related functionality. Inventory Ammo Provider The GGAmmoProvider component is responsible for providing ammunition to equipped weapons. Previously, it only had a “simple” strategy: Creating ammunition out of thin air. The new GGAmmoProviderInventoryStrategy pulls ammunition …
Creating network connections with Godot is simple — as long as you have the other party’s IP address, and there’s no NAT gateway involved. Unfortunately, that’s exactly the problem in most cases. You don’t know the other party’s IP, and these days, just about everyone is behind a combination wifi router/gateway/firewall with NAT. Conceptually, NAT …
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This release improves weight management. Inventories can now configure an option weight limit, and item stacking and item transfer strategies are weight-aware. The crafting demo and crafting mechanic in the inventory tour have been improved. Auto-crafting is limited to the crafting slide, so that items don’t automatically and unexpectedly get crafted while stepping through the …
A GDScript refactoring exercise
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:
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:
But is it as intuitive?
trueuntil it’sfalse. Example for 2 players:Well, it’s shorter anyway.
One final touch: I want to always show the first viewport, even when there are no players:
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