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: status from: idle to: active

Result: Connect signals to methods completed

Signal_emission (Priority: 2)

Given:

  • Emit signals with payloads is requested

Then:

  • transition_state field: status from: idle to: active

Result: Emit signals with payloads completed

Signal_disconnection (Priority: 3)

Given:

  • Remove signal connections is requested

Then:

  • transition_state field: status from: idle to: active

Result: Remove signal connections completed

Custom_signals (Priority: 4)

Given:

  • Define app-specific signals is requested

Then:

  • transition_state field: status from: idle to: 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 - -
Extensions (framework-specific hints) ```yaml tech_stack: language: C++ runtime: Godot 4.x ```