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- .. _doc_gdscript:
- GDScript basics
- ===============
- Introduction
- ------------
- *GDScript* is a high level, dynamically typed programming language used to
- create content. It uses a syntax similar to
- `Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
- (blocks are indent-based and many keywords are similar). Its goal is
- to be optimized for and tightly integrated with Godot Engine, allowing great
- flexibility for content creation and integration.
- History
- ~~~~~~~
- In the early days, the engine used the `Lua <http://www.lua.org>`__
- scripting language. Lua is fast, but creating bindings to an object
- oriented system (by using fallbacks) was complex and slow and took an
- enormous amount of code. After some experiments with
- `Python <https://www.python.org>`__, it also proved difficult to embed.
- The last third party scripting language that was used for shipped games
- was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
- At that point, it became evident that a custom scripting language could
- more optimally make use of Godot's particular architecture:
- - Godot embeds scripts in nodes. Most languages are not designed with
- this in mind.
- - Godot uses several built-in data types for 2D and 3D math. Script
- languages do not provide this, and binding them is inefficient.
- - Godot uses threads heavily for lifting and initializing data from the
- net or disk. Script interpreters for common languages are not
- friendly to this.
- - Godot already has a memory management model for resources, most
- script languages provide their own, which results in duplicate
- effort and bugs.
- - Binding code is always messy and results in several failure points,
- unexpected bugs and generally low maintainability.
- The result of these considerations is *GDScript*. The language and
- interpreter for GDScript ended up being smaller than the binding code itself
- for Lua and Squirrel, while having equal functionality. With time, having a
- built-in language has proven to be a huge advantage.
- Example of GDScript
- ~~~~~~~~~~~~~~~~~~~
- Some people can learn better by taking a look at the syntax, so
- here's a simple example of how GDScript looks.
- ::
- # A file is a class!
- # Inheritance
- extends BaseClass
- # (optional) class definition with a custom icon
- class_name MyClass, "res://path/to/optional/icon.svg"
- # Member Variables
- var a = 5
- var s = "Hello"
- var arr = [1, 2, 3]
- var dict = {"key": "value", 2:3}
- var typed_var: int
- var inferred_type := "String"
- # Constants
- const ANSWER = 42
- const THE_NAME = "Charly"
- # Enums
- enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
- enum Named {THING_1, THING_2, ANOTHER_THING = -1}
- # Built-in Vector Types
- var v2 = Vector2(1, 2)
- var v3 = Vector3(1, 2, 3)
- # Function
- func some_function(param1, param2):
- var local_var = 5
- if param1 < local_var:
- print(param1)
- elif param2 > 5:
- print(param2)
- else:
- print("Fail!")
- for i in range(20):
- print(i)
- while param2 != 0:
- param2 -= 1
- var local_var2 = param1 + 3
- return local_var2
- # Functions override functions with the same name on the base/parent class.
- # If you still want to call them, use '.' (like 'super' in other languages).
- func something(p1, p2):
- .something(p1, p2)
- # Inner Class
- class Something:
- var a = 10
- # Constructor
- func _init():
- print("Constructed!")
- var lv = Something.new()
- print(lv.a)
- If you have previous experience with statically typed languages such as
- C, C++, or C# but never used a dynamically typed one before, it is advised you
- read this tutorial: :ref:`doc_gdscript_more_efficiently`.
- Language
- --------
- In the following, an overview is given to GDScript. Details, such as which
- methods are available to arrays or other objects, should be looked up in
- the linked class descriptions.
- Identifiers
- ~~~~~~~~~~~
- Any string that restricts itself to alphabetic characters (``a`` to
- ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
- as an identifier. Additionally, identifiers must not begin with a digit.
- Identifiers are case-sensitive (``foo`` is different from ``FOO``).
- Keywords
- ~~~~~~~~
- The following is the list of keywords supported by the language. Since
- keywords are reserved words (tokens), they can't be used as identifiers.
- Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
- as listed in the following sections are also reserved.
- Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
- in case you want to take a look under the hood.
- +------------+---------------------------------------------------------------------------------------------------------------+
- | Keyword | Description |
- +============+===============================================================================================================+
- | if | See `if/else/elif`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | elif | See `if/else/elif`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | else | See `if/else/elif`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | for | See for_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | while | See while_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | match | See match_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | break | Exits the execution of the current ``for`` or ``while`` loop. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | return | Returns a value from a function. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | class | Defines a class. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | extends | Defines what class to extend with the current class. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | is | Tests whether a variable extends a given class, or is of a given built-in type. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | as | Cast the value to a given type if possible. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | self | Refers to current class instance. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | tool | Executes the script in the editor. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | signal | Defines a signal. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | func | Defines a function. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | static | Defines a static function. Static member variables are not allowed. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | const | Defines a constant. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | enum | Defines an enum. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | var | Defines a variable. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | setget | Defines setter and getter functions for a variable. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | breakpoint | Editor helper for debugger breakpoints. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | preload | Preloads a class or variable. See `Classes as resources`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | yield | Coroutine support. See `Coroutines with yield`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | puppet | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | remotesync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | mastersync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | puppetsync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | PI | PI constant. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | TAU | TAU constant. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | INF | Infinity constant. Used for comparisons. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- | NAN | NAN (not a number) constant. Used for comparisons. |
- +------------+---------------------------------------------------------------------------------------------------------------+
- Operators
- ~~~~~~~~~
- The following is the list of supported operators and their precedence.
- +---------------------------------------------------------------+-----------------------------------------+
- | **Operator** | **Description** |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``x[index]`` | Subscription, Highest Priority |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``x.attribute`` | Attribute Reference |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``is`` | Instance Type Checker |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``~`` | Bitwise NOT |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``-x`` | Negative / Unary Negation |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
- | | |
- | | These operators have the same behavior |
- | | as C++. Integer division is truncated |
- | | rather than returning a fractional |
- | | number, and the % operator is only |
- | | available for ints ("fmod" for floats) |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``+`` | Addition / Concatenation of Arrays |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``-`` | Subtraction |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``<<`` ``>>`` | Bit Shifting |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``&`` | Bitwise AND |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``^`` | Bitwise XOR |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``|`` | Bitwise OR |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``in`` | Content Test |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``!`` ``not`` | Boolean NOT |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``and`` ``&&`` | Boolean AND |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``or`` ``||`` | Boolean OR |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``if x else`` | Ternary if/else |
- +---------------------------------------------------------------+-----------------------------------------+
- | ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
- +---------------------------------------------------------------+-----------------------------------------+
- Literals
- ~~~~~~~~
- +--------------------------+----------------------------------------+
- | **Literal** | **Type** |
- +--------------------------+----------------------------------------+
- | ``45`` | Base 10 integer |
- +--------------------------+----------------------------------------+
- | ``0x8F51`` | Base 16 (hex) integer |
- +--------------------------+----------------------------------------+
- | ``3.14``, ``58.1e-10`` | Floating point number (real) |
- +--------------------------+----------------------------------------+
- | ``"Hello"``, ``"Hi"`` | Strings |
- +--------------------------+----------------------------------------+
- | ``"""Hello"""`` | Multiline string |
- +--------------------------+----------------------------------------+
- | ``@"Node/Label"`` | NodePath or StringName |
- +--------------------------+----------------------------------------+
- | ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
- +--------------------------+----------------------------------------+
- Comments
- ~~~~~~~~
- Anything from a ``#`` to the end of the line is ignored and is
- considered a comment.
- ::
- # This is a comment.
- Multi-line comments can be created using """ (three quotes in a row) at
- the beginning and end of a block of text. Note that this creates a string,
- therefore, it will not be stripped away when the script is compiled.
- ::
- """ Everything on these
- lines is considered
- a comment. """
- .. _doc_gdscript_builtin_types:
- Built-in types
- --------------
- Built-in types are stack-allocated. They are passed as values.
- This means a copy is created on each assignment or when passing them as arguments to functions.
- The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by reference so they are shared.
- (Not ``PoolArray``\ s like ``PoolByteArray`` though, those are passed as values too,
- so consider this when deciding which to use!)
- Basic built-in types
- ~~~~~~~~~~~~~~~~~~~~
- A variable in GDScript can be assigned to several built-in types.
- null
- ^^^^
- ``null`` is an empty data type that contains no information and can not
- be assigned any other value.
- bool
- ^^^^
- The Boolean data type can only contain ``true`` or ``false``.
- int
- ^^^
- The integer data type can only contain integer numbers, (both negative
- and positive).
- float
- ^^^^^
- Used to contain a floating point value (real numbers).
- :ref:`String <class_String>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_. Strings can contain the
- `standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
- GDScript supports :ref:`format strings aka printf functionality
- <doc_gdscript_printf>`.
- Vector built-in types
- ~~~~~~~~~~~~~~~~~~~~~
- :ref:`Vector2 <class_Vector2>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 2D vector type containing ``x`` and ``y`` fields. Can also be
- accessed as array.
- :ref:`Rect2 <class_Rect2>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
- Alternatively contains an ``end`` field which is ``position+size``.
- :ref:`Vector3 <class_Vector3>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
- be accessed as an array.
- :ref:`Transform2D <class_Transform2D>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3x2 matrix used for 2D transforms.
- :ref:`Plane <class_Plane>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3D Plane type in normalized form that contains a ``normal`` vector field
- and a ``d`` scalar distance.
- :ref:`Quat <class_Quat>`
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Quaternion is a datatype used for representing a 3D rotation. It's
- useful for interpolating rotations.
- :ref:`AABB <class_AABB>`
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
- and ``size``. Alternatively contains an ``end`` field which is
- ``position+size``.
- :ref:`Basis <class_Basis>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
- (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
- vectors.
- :ref:`Transform <class_Transform>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3D Transform contains a Basis field ``basis`` and a Vector3 field
- ``origin``.
- Engine built-in types
- ~~~~~~~~~~~~~~~~~~~~~
- :ref:`Color <class_Color>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
- also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
- :ref:`NodePath <class_NodePath>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Compiled path to a node used mainly in the scene system. It can be
- easily assigned to, and from, a String.
- :ref:`RID <class_RID>`
- ^^^^^^^^^^^^^^^^^^^^^^
- Resource ID (RID). Servers use generic RIDs to reference opaque data.
- :ref:`Object <class_Object>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Base class for anything that is not a built-in type.
- Container built-in types
- ~~~~~~~~~~~~~~~~~~~~~~~~
- :ref:`Array <class_Array>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
- The array can resize dynamically. Arrays are indexed starting from index ``0``.
- Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
- ::
- var arr = []
- arr = [1, 2, 3]
- var b = arr[1] # This is 2.
- var c = arr[arr.size() - 1] # This is 3.
- var d = arr[-1] # Same as the previous line, but shorter.
- arr[0] = "Hi!" # Replacing value 1 with "Hi!".
- arr.append(4) # Array is now ["Hi!", 2, 3, 4].
- GDScript arrays are allocated linearly in memory for speed.
- Large arrays (more than tens of thousands of elements) may however cause
- memory fragmentation. If this is a concern, special types of
- arrays are available. These only accept a single data type. They avoid memory
- fragmentation and also use less memory but are atomic and tend to run slower than generic
- arrays. They are therefore only recommended to use for large data sets:
- - :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
- - :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
- - :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
- - :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
- - :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
- - :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
- - :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
- :ref:`Dictionary <class_Dictionary>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Associative container which contains values referenced by unique keys.
- ::
- var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
- d["Hi!"] = 0
- d = {
- 22: "value",
- "some_key": 2,
- "other_key": [2, 3, 4],
- "more_key": "Hello"
- }
- Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
- and doesn't use quotes to mark string keys (making for slightly less to write).
- Note however that like any GDScript identifier, keys written in this form cannot
- start with a digit.
- ::
- var d = {
- test22 = "value",
- some_key = 2,
- other_key = [2, 3, 4],
- more_key = "Hello"
- }
- To add a key to an existing dictionary, access it like an existing key and
- assign to it::
- var d = {} # Create an empty Dictionary.
- d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
- d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
- d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
- Data
- ----
- Variables
- ~~~~~~~~~
- Variables can exist as class members or local to functions. They are
- created with the ``var`` keyword and may, optionally, be assigned a
- value upon initialization.
- ::
- var a # Data type is 'null' by default.
- var b = 5
- var c = 3.8
- var d = b + c # Variables are always initialized in order.
- Variables can optionally have a type specification. When a type is specified,
- the variable will be forced to have always that same type, and trying to assign
- an incompatible value will raise an error.
- Types are specified in the variable declaration using a ``:`` (colon) symbol
- after the variable name, followed by the type.
- ::
- var my_vector2: Vector2
- var my_node: Node = Sprite.new()
- If the variable is initialized within the declaration, the type can be inferred, so
- it's possible to omit the type name::
- var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'
- var my_node := Sprite.new() # 'my_node' is of type 'Sprite'
- Type inference is only possible if the assigned value has a defined type, otherwise
- it will raise an error.
- Valid types are:
- - Built-in types (Array, Vector2, int, String, etc.)
- - Engine classes (Node, Resource, Reference, etc.)
- - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
- - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)
- - Script classes declared with the ``class_name`` keyword.
- Casting
- ^^^^^^^
- Values assigned to typed variables must have a compatible type. If it's needed to
- coerce a value to be of a certain type, in particular for object types, you can
- use the casting operator ``as``.
- Casting between object types results in the same object if the value is of the
- same type or a subtype of the cast type.
- ::
- var my_node2D: Node2D
- my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
- If the value is not a subtype, the casting operation will result in a ``null`` value.
- ::
- var my_node2D: Node2D
- my_node2D = $Button # Results in 'null' since a Button is not a subtype of Node2D
- For built-in types, they will be forcibly converted if possible, otherwise the
- engine will raise an error.
- ::
- var my_int: int
- my_int = "123" as int # The string can be converted to int
- my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error
- Casting is also useful to have better type-safe variables when interacting with
- tree::
- # will infer the variable to be of type Sprite:
- var my_sprite := $Character as Sprite
- # will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()':
- ($AnimPlayer as AnimationPlayer).play("walk")
- Constants
- ~~~~~~~~~
- Constants are similar to variables, but must be constants or constant
- expressions and must be assigned on initialization.
- ::
- const A = 5
- const B = Vector2(20, 20)
- const C = 10 + 20 # Constant expression.
- const D = Vector2(20, 30).x # Constant expression: 20
- const E = [1, 2, 3, 4][0] # Constant expression: 1
- const F = sin(20) # sin() can be used in constant expressions.
- const G = x + 20 # Invalid; this is not a constant expression!
- const H = A + 20 # Constant expression: 25
- Although the type of constants is inferred from the assigned value, it's also
- possible to add explicit type specification::
- const A: int = 5
- const B: Vector2 = Vector2()
- Assigning a value of an incompatible type will raise an error.
- Enums
- ^^^^^
- Enums are basically a shorthand for constants, and are pretty useful if you
- want to assign consecutive integers to some constant.
- If you pass a name to the enum, it will put all the keys inside a constant
- dictionary of that name.
- .. important: The keys in a named enum are not registered as global constants
- in Godot 3.1 and later, they should be accessed prefixed by the
- enum's name (``Name.KEY``). See example below.
- ::
- enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
- # Is the same as:
- const TILE_BRICK = 0
- const TILE_FLOOR = 1
- const TILE_SPIKE = 2
- const TILE_TELEPORT = 3
- enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
- # Is the same as:
- const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
- # Access values with State.STATE_IDLE, etc.
- Functions
- ~~~~~~~~~
- Functions always belong to a `class <Classes_>`_. The scope priority for
- variable look-up is: local → class member → global. The ``self`` variable is
- always available and is provided as an option for accessing class members, but
- is not always required (and should *not* be sent as the function's first
- argument, unlike Python).
- ::
- func my_function(a, b):
- print(a)
- print(b)
- return a + b # Return is optional; without it 'null' is returned.
- A function can ``return`` at any point. The default return value is ``null``.
- Functions can also have type specification for the arguments and for the return
- value. Types for arguments can be added in a similar way to variables::
- func my_function(a: int, b: String):
- pass
- If a function argument has a default value, it's possible to infer the type::
- func my_function(int_arg := 42, String_arg := "string"):
- pass
- The return type of the function can be specified after the arguments list using
- the arrow token (``->``)::
- func my_int_function() -> int:
- return 0
- Functions that have a return type **must** return a proper value. Setting the
- type as ``void`` means the function doesn't return anything. Void functions can
- return early with the ``return`` keyword, but they can't return any value.
- ::
- void_function() -> void:
- return # Can't return a value
- .. note:: Non-void functions must **always** return a value, so if your code has
- branching statements (such as an ``if``/``else`` construct), all the
- possible paths must have a return. E.g., if you have a ``return``
- inside an ``if`` block but not after it, the editor will raise an
- error because if the block is not executed, the function won't have a
- valid value to return.
- Referencing Functions
- ^^^^^^^^^^^^^^^^^^^^^
- Contrary to Python, functions are *not* first class objects in GDScript. This
- means they cannot be stored in variables, passed as an argument to another
- function or be returned from other functions. This is for performance reasons.
- To reference a function by name at runtime, (e.g. to store it in a variable, or
- pass it to another function as an argument) one must use the ``call`` or
- ``funcref`` helpers::
- # Call a function by name in one step.
- my_node.call("my_function", args)
- # Store a function reference.
- var my_func = funcref(my_node, "my_function")
- # Call stored function reference.
- my_func.call_func(args)
- Remember that default functions, like ``_init``, and most
- notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``,
- ``_physics_process``, etc. are called in all base classes automatically.
- So there is only a need to call the function explicitly when overloading
- them in some way.
- Static functions
- ^^^^^^^^^^^^^^^^
- A function can be declared static. When a function is static, it has no
- access to the instance member variables or ``self``. This is mainly
- useful to make libraries of helper functions:
- ::
- static func sum2(a, b):
- return a + b
- Statements and control flow
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Statements are standard and can be assignments, function calls, control
- flow structures, etc (see below). ``;`` as a statement separator is
- entirely optional.
- if/else/elif
- ^^^^^^^^^^^^
- Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
- Parenthesis around conditions are allowed, but not required. Given the
- nature of the tab-based indentation, ``elif`` can be used instead of
- ``else``/``if`` to maintain a level of indentation.
- ::
- if [expression]:
- statement(s)
- elif [expression]:
- statement(s)
- else:
- statement(s)
- Short statements can be written on the same line as the condition::
- if 1 + 1 == 2: return 2 + 2
- else:
- var x = 3 + 3
- return x
- Sometimes you might want to assign a different initial value based on a
- boolean expression. In this case, ternary-if expressions come in handy::
- var x = [value] if [expression] else [value]
- y += 3 if y < 10 else -1
- while
- ^^^^^
- Simple loops are created by using ``while`` syntax. Loops can be broken
- using ``break`` or continued using ``continue``:
- ::
- while [expression]:
- statement(s)
- for
- ^^^
- To iterate through a range, such as an array or table, a *for* loop is
- used. When iterating over an array, the current array element is stored in
- the loop variable. When iterating over a dictionary, the *index* is stored
- in the loop variable.
- ::
- for x in [5, 7, 11]:
- statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
- var dict = {"a": 0, "b": 1, "c": 2}
- for i in dict:
- print(dict[i])
- for i in range(3):
- statement # Similar to [0, 1, 2] but does not allocate an array.
- for i in range(1,3):
- statement # Similar to [1, 2] but does not allocate an array.
- for i in range(2,8,2):
- statement # Similar to [2, 4, 6] but does not allocate an array.
- for c in "Hello":
- print(c) # Iterate through all characters in a String, print every letter on new line.
- match
- ^^^^^
- A ``match`` statement is used to branch execution of a program.
- It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
- Basic syntax:
- ::
- match [expression]:
- [pattern](s):
- [block]
- [pattern](s):
- [block]
- [pattern](s):
- [block]
- **Crash-course for people who are familiar with switch statements**:
- 1. Replace ``switch`` with ``match``
- 2. Remove ``case``
- 3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
- 4. Change ``default`` to a single underscore.
- **Control flow**:
- The patterns are matched from top to bottom.
- If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
- If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
- There are 6 pattern types:
- - constant pattern
- constant primitives, like numbers and strings ::
- match x:
- 1:
- print("We are number one!")
- 2:
- print("Two are better than one!")
- "test":
- print("Oh snap! It's a string!")
- - variable pattern
- matches the contents of a variable/enum ::
- match typeof(x):
- TYPE_REAL:
- print("float")
- TYPE_STRING:
- print("text")
- TYPE_ARRAY:
- print("array")
- - wildcard pattern
- This pattern matches everything. It's written as a single underscore.
- It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
- match x:
- 1:
- print("It's one!")
- 2:
- print("It's one times two!")
- _:
- print("It's not 1 or 2. I don't care tbh.")
- - binding pattern
- A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
- It's especially useful in array and dictionary patterns. ::
- match x:
- 1:
- print("It's one!")
- 2:
- print("It's one times two!")
- var new_var:
- print("It's not 1 or 2, it's ", new_var)
- - array pattern
- matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
- The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
- **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
- Every subpattern has to be comma separated. ::
- match x:
- []:
- print("Empty array")
- [1, 3, "test", null]:
- print("Very specific array")
- [var start, _, "test"]:
- print("First element is ", start, ", and the last is \"test\"")
- [42, ..]:
- print("Open ended array")
- - dictionary pattern
- Works in the same way as the array pattern. Every key has to be a constant pattern.
- The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
- **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``
- Every subpattern has to be comma separated.
- If you don't specify a value, then only the existence of the key is checked.
- A value pattern is separated from the key pattern with a ``:`` ::
- match x:
- {}:
- print("Empty dict")
- {"name": "Dennis"}:
- print("The name is Dennis")
- {"name": "Dennis", "age": var age}:
- print("Dennis is ", age, " years old.")
- {"name", "age"}:
- print("Has a name and an age, but it's not Dennis :(")
- {"key": "godotisawesome", ..}:
- print("I only checked for one entry and ignored the rest")
- Multipatterns:
- You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::
- match x:
- 1, 2, 3:
- print("It's 1 - 3")
- "Sword", "Splash potion", "Fist":
- print("Yep, you've taken damage")
- Classes
- ~~~~~~~
- By default, all script files are unnamed classes. In this case, you can only
- reference them using the file's path, using either a relative or an absolute
- path. For example, if you name a script file ``character.gd``
- ::
- # Inherit from Character.gd
- extends res://path/to/character.gd
- # Load character.gd and create a new node instance from it
- var Character = load("res://path/to/character.gd")
- var character_node = Character.new()
- Instead, you can give your class a name to register it as a new type in Godot's
- editor. For that, you use the 'class_name' keyword. You can add an
- optional comma followed by a path to an image, to use it as an icon. Your class
- will then appear with its new icon in the editor:
- ::
- # Item.gd
- extends Node
- class_name Item, "res://interface/icons/item.png"
- .. image:: img/class_name_editor_register_example.png
- Here's a class file example:
- ::
- # Saved as a file named 'character.gd'.
- class_name Character
- var health = 5
- func print_health():
- print(health)
- func print_this_script_three_times():
- print(get_script())
- print(ResourceLoader.load("res://character.gd"))
- print(Character)
- .. note:: Godot's class syntax is compact: it can only contain member variables or
- functions. You can use static functions, but not static member variables. In the
- same way, the engine initializes variables every time you create an instance,
- and this includes arrays and dictionaries. This is in the spirit of thread
- safety, since scripts can be initialized in separate threads without the user
- knowing.
- Inheritance
- ^^^^^^^^^^^
- A class (stored as a file) can inherit from
- - A global class
- - Another class file
- - An inner class inside another class file.
- Multiple inheritance is not allowed.
- Inheritance uses the ``extends`` keyword:
- ::
- # Inherit/extend a globally available class.
- extends SomeClass
- # Inherit/extend a named class file.
- extends "somefile.gd"
- # Inherit/extend an inner class in another file.
- extends "somefile.gd".SomeInnerClass
- To check if a given instance inherits from a given class,
- the ``is`` keyword can be used:
- ::
- # Cache the enemy class.
- const Enemy = preload("enemy.gd")
- # [...]
- # Use 'is' to check inheritance.
- if (entity is Enemy):
- entity.apply_damage()
- To call a function in a *base class* (i.e. one ``extend``-ed in your current class),
- prepend ``.`` to the function name:
- ::
- .basefunc(args)
- This is especially useful because functions in extending classes replace
- functions with the same name in their base classes. So if you still want
- to call them, you can use ``.`` like the ``super`` keyword in other languages:
- ::
- func some_func(x):
- .some_func(x) # Calls same function on the parent class.
- Class Constructor
- ^^^^^^^^^^^^^^^^^
- The class constructor, called on class instantiation, is named ``_init``.
- As mentioned earlier, the constructors of parent classes are called automatically when
- inheriting a class. So there is usually no need to call ``._init()`` explicitly.
- Unlike the call of a regular function, like in the above example with ``.some_func``,
- if the constructor from the inherited class takes arguments, they are passed like this:
- ::
- func _init(args).(parent_args):
- pass
- This is better explained through examples. Say we have this scenario:
- ::
- # State.gd (inherited class)
- var entity = null
- var message = null
- func _init(e=null):
- entity = e
- func enter(m):
- message = m
- # Idle.gd (inheriting class)
- extends "State.gd"
- func _init(e=null, m=null).(e):
- # Do something with 'e'.
- message = m
- There are a few things to keep in mind here:
- 1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
- arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to
- define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
- 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
- 3. in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
- in to ``Idle.gd``
- 4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
- to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
- can pass literals in the base constructor as well, not just variables. Eg.:
- ::
- # Idle.gd
- func _init().(5):
- pass
- Inner classes
- ^^^^^^^^^^^^^
- A class file can contain inner classes. Inner classes are defined using the
- ``class`` keyword. They are instanced using the ``ClassName.new()``
- function.
- ::
- # Inside a class file.
- # An inner class in this class file.
- class SomeInnerClass:
- var a = 5
- func print_value_of_a():
- print(a)
- # This is the constructor of the class file's main class.
- func _init():
- var c = SomeInnerClass.new()
- c.print_value_of_a()
- Classes as resources
- ^^^^^^^^^^^^^^^^^^^^
- Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
- must be loaded from disk to access them in other classes. This is done using
- either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
- class resource is done by calling the ``new`` function on the class object::
- # Load the class resource when calling load().
- var my_class = load("myclass.gd")
- # Preload the class only once at compile time.
- const MyClass = preload("myclass.gd")
- func _init():
- var a = MyClass.new()
- a.some_function()
- .. _doc_gdscript_exports:
- Exports
- ~~~~~~~
- Class members can be exported. This means their value gets saved along
- with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
- to. They will also be available for editing in the property editor. Exporting
- is done by using the ``export`` keyword::
- extends Button
- export var number = 5 # Value will be saved and visible in the property editor.
- An exported variable must be initialized to a constant expression or have an
- export hint in the form of an argument to the export keyword (see below).
- One of the fundamental benefits of exporting member variables is to have
- them visible and editable in the editor. This way, artists and game designers
- can modify values that later influence how the program runs. For this, a
- special export syntax is provided.
- ::
- # If the exported value assigns a constant or constant expression,
- # the type will be inferred and used in the editor.
- export var number = 5
- # Export can take a basic data type as an argument, which will be
- # used in the editor.
- export(int) var number
- # Export can also take a resource type to use as a hint.
- export(Texture) var character_face
- export(PackedScene) var scene_file
- # There are many resource types that can be used this way, try e.g.
- # the following to list them:
- export(Resource) var resource
- # Integers and strings hint enumerated values.
- # Editor will enumerate as 0, 1 and 2.
- export(int, "Warrior", "Magician", "Thief") var character_class
- # Editor will enumerate with string names.
- export(String, "Rebecca", "Mary", "Leah") var character_name
- # Named Enum Values
- # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
- enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
- export (NamedEnum) var x
- # Strings as Paths
- # String is a path to a file.
- export(String, FILE) var f
- # String is a path to a directory.
- export(String, DIR) var f
- # String is a path to a file, custom filter provided as hint.
- export(String, FILE, "*.txt") var f
- # Using paths in the global filesystem is also possible,
- # but only in tool scripts (see further below).
- # String is a path to a PNG file in the global filesystem.
- export(String, FILE, GLOBAL, "*.png") var tool_image
- # String is a path to a directory in the global filesystem.
- export(String, DIR, GLOBAL) var tool_dir
- # The MULTILINE setting tells the editor to show a large input
- # field for editing over multiple lines.
- export(String, MULTILINE) var text
- # Limiting editor input ranges
- # Allow integer values from 0 to 20.
- export(int, 20) var i
- # Allow integer values from -10 to 20.
- export(int, -10, 20) var j
- # Allow floats from -10 to 20, with a step of 0.2.
- export(float, -10, 20, 0.2) var k
- # Allow values y = exp(x) where y varies between 100 and 1000
- # while snapping to steps of 20. The editor will present a
- # slider for easily editing the value.
- export(float, EXP, 100, 1000, 20) var l
- # Floats with Easing Hint
- # Display a visual representation of the ease() function
- # when editing.
- export(float, EASE) var transition_speed
- # Colors
- # Color given as Red-Green-Blue value
- export(Color, RGB) var col # Color is RGB.
- # Color given as Red-Green-Blue-Alpha value
- export(Color, RGBA) var col # Color is RGBA.
- # Another node in the scene can be exported, too.
- export(NodePath) var node
- It must be noted that even if the script is not being run while at the
- editor, the exported properties are still editable (see below for
- "tool").
- Exporting bit flags
- ^^^^^^^^^^^^^^^^^^^
- Integers used as bit flags can store multiple ``true``/``false`` (boolean)
- values in one property. By using the export hint ``int, FLAGS``, they
- can be set from the editor:
- ::
- # Individually edit the bits of an integer.
- export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
- Restricting the flags to a certain number of named flags is also
- possible. The syntax is similar to the enumeration syntax:
- ::
- # Set any of the given flags from the editor.
- export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
- In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
- has value 4 and ``Wind`` corresponds to value 8. Usually, constants
- should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
- on).
- Using bit flags requires some understanding of bitwise operations. If in
- doubt, boolean variables should be exported instead.
- Exporting arrays
- ^^^^^^^^^^^^^^^^
- Exporting arrays works, but with an important caveat: While regular
- arrays are created local to every class instance, exported arrays are *shared*
- between all instances. This means that editing them in one instance will
- cause them to change in all other instances. Exported arrays can have
- initializers, but they must be constant expressions.
- ::
- # Exported array, shared between all instances.
- # Default value must be a constant expression.
- export var a = [1, 2, 3]
- # Exported arrays can specify type (using the same hints as before).
- export(Array, int) var ints = [1,2,3]
- export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
- export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
- # You can omit the default value, but then it would be null if not assigned.
- export(Array) var b
- export(Array, PackedScene) var scenes
- # Typed arrays also work, only initialized empty:
- export var vector3s = PoolVector3Array()
- export var strings = PoolStringArray()
- # Regular array, created local for every instance.
- # Default value can include run-time values, but can't
- # be exported.
- var c = [a, 2, 3]
- Setters/getters
- ~~~~~~~~~~~~~~~
- It is often useful to know when a class' member variable changes for
- whatever reason. It may also be desired to encapsulate its access in some way.
- For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
- It is used directly after a variable definition:
- ::
- var variable = value setget setterfunc, getterfunc
- Whenever the value of ``variable`` is modified by an *external* source
- (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
- will be called. This happens *before* the value is changed. The *setter* must decide what to do
- with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
- (``getterfunc`` above) must ``return`` the desired value. Below is an example:
- ::
- var myvar setget my_var_set, my_var_get
- func my_var_set(new_value):
- my_var = new_value
- func my_var_get():
- return my_var # Getter must return a value.
- Either of the *setter* or *getter* functions can be omitted:
- ::
- # Only a setter.
- var my_var = 5 setget myvar_set
- # Only a getter (note the comma).
- var my_var = 5 setget ,myvar_get
- Get/Setters are especially useful when exporting variables to editor in tool
- scripts or plugins, for validating input.
- As said, *local* access will *not* trigger the setter and getter. Here is an
- illustration of this:
- ::
- func _init():
- # Does not trigger setter/getter.
- my_integer = 5
- print(my_integer)
- # Does trigger setter/getter.
- self.my_integer = 5
- print(self.my_integer)
- Tool mode
- ~~~~~~~~~
- Scripts, by default, don't run inside the editor and only the exported
- properties can be changed. In some cases, it is desired that they do run
- inside the editor (as long as they don't execute game code or manually
- avoid doing so). For this, the ``tool`` keyword exists and must be
- placed at the top of the file:
- ::
- tool
- extends Button
- func _ready():
- print("Hello")
- .. warning:: Be cautious when freeing nodes with `queue_free()` or `free()`
- in a tool script (especially the script's owner itself). As tool
- scripts run their code in the editor, misusing them may lead to
- crashing the editor.
- Memory management
- ~~~~~~~~~~~~~~~~~
- If a class inherits from :ref:`class_Reference`, then instances will be
- freed when no longer in use. No garbage collector exists, just
- reference counting. By default, all classes that don't define
- inheritance extend **Reference**. If this is not desired, then a class
- must inherit :ref:`class_Object` manually and must call instance.free(). To
- avoid reference cycles that can't be freed, a ``weakref`` function is
- provided for creating weak references.
- Alternatively, when not using references, the
- ``is_instance_valid(instance)`` can be used to check if an object has been
- freed.
- .. _doc_gdscript_signals:
- Signals
- ~~~~~~~
- Signals are a tool to emit messages from an object that other objects can react
- to. To create custom signals for a class, use the ``signal`` keyword.
- ::
- extends Node
- # A signal named health_depleted
- signal health_depleted
- .. note::
- Signals are a `Callback
- <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
- mechanism. They also fill the role of Observers, a common programming
- pattern. For more information, read the `Observer tutorial
- <https://gameprogrammingpatterns.com/observer.html>`_ in the
- Game Programming Patterns ebook.
- You can connect these signals to methods the same way you connect built-in
- signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
- In the example below, we connect the ``health_depleted`` signal from a
- ``Character`` node to a ``Game`` node. When the ``Character`` node emits the
- signal, the game node's ``_on_Character_health_depleted`` is called:
- ::
- # Game.gd
- func _ready():
- var character_node = get_node('Character')
- character_node.connect("health_depleted", self, "_on_Character_health_depleted")
- func _on_Character_health_depleted():
- get_tree().reload_current_scene()
- You can emit as many arguments as you want along with a signal.
- Here is an example where this is useful. Let's say we want a life bar on screen
- to react to health changes with an animation, but we want to keep the user
- interface separate from the player in our scene tree.
- In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
- it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
- a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
- the :ref:`Object.connect() <class_Object_method_connect>` method:
- ::
- # Character.gd
- ...
- signal health_changed
- func take_damage(amount):
- var old_health = health
- health -= amount
- # We emit the health_changed signal every time the
- # character takes damage
- emit_signal("health_changed", old_health, health)
- ...
- ::
- # Lifebar.gd
- # Here, we define a function to use as a callback when the
- # character's health_changed signal is emitted
- ...
- func _on_Character_health_changed(old_value, new_value):
- if old_value > new_value:
- progress_bar.modulate = Color.red
- else:
- progress_bar.modulate = Color.green
- # Imagine that `animate` is a user-defined function that animates the
- # bar filling up or emptying itself
- progress_bar.animate(old_value, new_value)
- ...
- .. note::
-
- To use signals, your class has to extend the ``Object`` class or any
- type extending it like ``Node``, ``KinematicBody``, ``Control``...
- In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
- connect the character, that emits the signal, to the receiver, the ``Lifebar``
- node in this case.
- ::
- # Game.gd
- func _ready():
- var character_node = get_node('Character')
- var lifebar_node = get_node('UserInterface/Lifebar')
- character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
- This allows the ``Lifebar`` to react to health changes without coupling it to
- the ``Character`` node.
- you can write optional argument names in parentheses after the signal's
- definition.
- ::
- # Defining a signal that forwards two arguments
- signal health_changed(old_value, new_value)
- These arguments show up in the editor's node dock, and Godot can use them to
- generate callback functions for you. However, you can still emit any number of
- arguments when you emit signals. So it's up to you to emit the correct values.
- .. image:: img/gdscript_basics_signals_node_tab_1.png
- GDScript can bind an array of values to connections between a signal and a method. When
- the signal is emitted, the callback method receives the bound values. These bound
- arguments are unique to each connection, and the values will stay the same.
- You can use this array of values to add extra constant information to the
- connection if the emitted signal itself doesn't give you access to all the data
- that you need.
- Building on the example above, let's say we want to display a log of the damage
- taken by each character on the screen, like ``Player1 took 22 damage.``. The
- ``health_changed`` signal doesn't give us the name of the character that took
- damage. So when we connect the signal to the in-game console, we can add the
- character's name in the binds array argument:
- ::
-
- # Game.gd
- func _ready():
- var character_node = get_node('Character')
- var battle_log_node = get_node('UserInterface/BattleLog')
- character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
- Our ``BattleLog`` node receives each element in the binds array as an extra argument:
- ::
- # BattleLog.gd
- func _on_Character_health_changed(old_value, new_value, character_name):
- if not new_value <= old_value:
- return
- var damage = old_value - new_value
- label.text += character_name + " took " + str(damage) + " damage."
- Coroutines with yield
- ~~~~~~~~~~~~~~~~~~~~~
- GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
- via the ``yield`` built-in function. Calling ``yield()`` will
- immediately return from the current function, with the current frozen
- state of the same function as the return value. Calling ``resume`` on
- this resulting object will continue execution and return whatever the
- function returns. Once resumed, the state object becomes invalid. Here is
- an example:
- ::
- func my_func():
- print("Hello")
- yield()
- print("world")
- func _ready():
- var y = my_func()
- # Function state saved in 'y'.
- print("my dear")
- y.resume()
- # 'y' resumed and is now an invalid state.
- Will print:
- ::
- Hello
- my dear
- world
- It is also possible to pass values between yield() and resume(), for
- example:
- ::
- func my_func():
- print("Hello")
- print(yield())
- return "cheers!"
- func _ready():
- var y = my_func()
- # Function state saved in 'y'.
- print(y.resume("world"))
- # 'y' resumed and is now an invalid state.
- Will print:
- ::
- Hello
- world
- cheers!
- Coroutines & signals
- ^^^^^^^^^^^^^^^^^^^^
- The real strength of using ``yield`` is when combined with signals.
- ``yield`` can accept two arguments, an object and a signal. When the
- signal is received, execution will recommence. Here are some examples:
- ::
- # Resume execution the next frame.
- yield(get_tree(), "idle_frame")
- # Resume execution when animation is done playing.
- yield(get_node("AnimationPlayer"), "finished")
- # Wait 5 seconds, then resume execution.
- yield(get_tree().create_timer(5.0), "timeout")
- Coroutines themselves use the ``completed`` signal when they transition
- into an invalid state, for example:
- ::
- func my_func():
- yield(button_func(), "completed")
- print("All buttons were pressed, hurray!")
- func button_func():
- yield($Button0, "pressed")
- yield($Button1, "pressed")
- ``my_func`` will only continue execution once both buttons have been pressed.
- Onready keyword
- ~~~~~~~~~~~~~~~
- When using nodes, it's common to desire to keep references to parts
- of the scene in a variable. As scenes are only warranted to be
- configured when entering the active scene tree, the sub-nodes can only
- be obtained when a call to Node._ready() is made.
- ::
- var my_label
- func _ready():
- my_label = get_node("MyLabel")
- This can get a little cumbersome, especially when nodes and external
- references pile up. For this, GDScript has the ``onready`` keyword, that
- defers initialization of a member variable until _ready is called. It
- can replace the above code with a single line:
- ::
- onready var my_label = get_node("MyLabel")
- Assert keyword
- ~~~~~~~~~~~~~~
- The ``assert`` keyword can be used to check conditions in debug builds.
- These assertions are ignored in non-debug builds.
- ::
- # Check that 'i' is 0.
- assert(i == 0)
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