Node Signals Blueprint
Signal emission and connection for event-driven programming
| Feature | node-signals |
| Category | UI |
| Version | 1.0.0 |
| Tags | ui, godot |
| YAML Source | View on GitHub |
| JSON API | node-signals.json |
Actors
| ID | Name | Type | Description |
|---|---|---|---|
game_engine | Godot Engine | system |
Rules
- implementation:
- description: Feature implemented in C++ engine core
- platform_agnostic:
- description: Works across desktop, web, mobile platforms
Outcomes
Signal_connection (Priority: 1)
Given:
- Connect signals to methods is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Connect signals to methods completed
Signal_emission (Priority: 2)
Given:
- Emit signals with payloads is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Emit signals with payloads completed
Signal_disconnection (Priority: 3)
Given:
- Remove signal connections is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Remove signal connections completed
Custom_signals (Priority: 4)
Given:
- Define app-specific signals is requested
Then:
- transition_state field:
statusfrom:idleto:active
Result: Define app-specific signals completed
AGI Readiness
Goals
Reliable Node Signals
Signal emission and connection for event-driven programming
Success Metrics:
| Metric | Target | Measurement |
|---|---|---|
| success_rate | >= 99% | Successful operations divided by total attempts |
| error_rate | < 1% | Failed operations divided by total attempts |
Autonomy
Level: semi_autonomous
Tradeoffs
| Prefer | Over | Reason |
|---|---|---|
| accessibility | aesthetics | UI must be usable by all users including those with disabilities |
Safety
| Action | Permission | Cooldown | Max Auto |
|---|---|---|---|
| signal_connection | autonomous | - | - |
| signal_emission | autonomous | - | - |
| signal_disconnection | autonomous | - | - |
| custom_signals | autonomous | - | - |