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Description
Changelog
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Componentable
A lightweight single class component system for Godot based on classes
Overview
Component is a Node, attach subclasses to an entity; other components find each other without manual references.
Behavior
active: bool— if false,process()/physics_process()are skipped.- On
_ready, finds the owner by walking up past anyComponentparents. Storescomponent_countandcomponent_holdersmeta on it. - Override
process(delta)/physics_process(delta)instead of the underscore versions. Each emits a signal (ProcessFinished/PhysicsProcessFinished) after running.
API
| Member | Description |
|---|---|
active |
Enables/disables processing. |
parent |
Resolved owner node (not get_parent()). |
process(delta) |
Override for per-frame logic. |
physics_process(delta) |
Override for per-physics-tick logic. |
get_component(class_name) |
Find sibling component by script. |
get_component_on_node(node, class_name) (static) |
Find component from any node. |
has_component(script) |
True if a sibling matches. |
get_components(script) |
All matching siblings. |
Usage
class_name HealthComponent
extends Component
func process(_delta): pass
var health = get_component(HealthComponent)
var health = Component.get_component_on_node(entity, HealthComponent)
Changelog for version Componentable
2026-10-29 23:21:23
No changelog provided for this version.