gdscript_basics.rst 64 KB

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  1. .. _doc_gdscript:
  2. GDScript basics
  3. ===============
  4. Introduction
  5. ------------
  6. *GDScript* is a high level, dynamically typed programming language used to
  7. create content. It uses a syntax similar to
  8. `Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
  9. (blocks are indent-based and many keywords are similar). Its goal is
  10. to be optimized for and tightly integrated with Godot Engine, allowing great
  11. flexibility for content creation and integration.
  12. History
  13. ~~~~~~~
  14. In the early days, the engine used the `Lua <http://www.lua.org>`__
  15. scripting language. Lua is fast, but creating bindings to an object
  16. oriented system (by using fallbacks) was complex and slow and took an
  17. enormous amount of code. After some experiments with
  18. `Python <https://www.python.org>`__, it also proved difficult to embed.
  19. The last third party scripting language that was used for shipped games
  20. was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
  21. At that point, it became evident that a custom scripting language could
  22. more optimally make use of Godot's particular architecture:
  23. - Godot embeds scripts in nodes. Most languages are not designed with
  24. this in mind.
  25. - Godot uses several built-in data types for 2D and 3D math. Script
  26. languages do not provide this, and binding them is inefficient.
  27. - Godot uses threads heavily for lifting and initializing data from the
  28. net or disk. Script interpreters for common languages are not
  29. friendly to this.
  30. - Godot already has a memory management model for resources, most
  31. script languages provide their own, which results in duplicate
  32. effort and bugs.
  33. - Binding code is always messy and results in several failure points,
  34. unexpected bugs and generally low maintainability.
  35. The result of these considerations is *GDScript*. The language and
  36. interpreter for GDScript ended up being smaller than the binding code itself
  37. for Lua and Squirrel, while having equal functionality. With time, having a
  38. built-in language has proven to be a huge advantage.
  39. Example of GDScript
  40. ~~~~~~~~~~~~~~~~~~~
  41. Some people can learn better by taking a look at the syntax, so
  42. here's a simple example of how GDScript looks.
  43. ::
  44. # A file is a class!
  45. # Inheritance
  46. extends BaseClass
  47. # (optional) class definition with a custom icon
  48. class_name MyClass, "res://path/to/optional/icon.svg"
  49. # Member Variables
  50. var a = 5
  51. var s = "Hello"
  52. var arr = [1, 2, 3]
  53. var dict = {"key": "value", 2:3}
  54. var typed_var: int
  55. var inferred_type := "String"
  56. # Constants
  57. const ANSWER = 42
  58. const THE_NAME = "Charly"
  59. # Enums
  60. enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
  61. enum Named {THING_1, THING_2, ANOTHER_THING = -1}
  62. # Built-in Vector Types
  63. var v2 = Vector2(1, 2)
  64. var v3 = Vector3(1, 2, 3)
  65. # Function
  66. func some_function(param1, param2):
  67. var local_var = 5
  68. if param1 < local_var:
  69. print(param1)
  70. elif param2 > 5:
  71. print(param2)
  72. else:
  73. print("Fail!")
  74. for i in range(20):
  75. print(i)
  76. while param2 != 0:
  77. param2 -= 1
  78. var local_var2 = param1 + 3
  79. return local_var2
  80. # Functions override functions with the same name on the base/parent class.
  81. # If you still want to call them, use '.' (like 'super' in other languages).
  82. func something(p1, p2):
  83. .something(p1, p2)
  84. # Inner Class
  85. class Something:
  86. var a = 10
  87. # Constructor
  88. func _init():
  89. print("Constructed!")
  90. var lv = Something.new()
  91. print(lv.a)
  92. If you have previous experience with statically typed languages such as
  93. C, C++, or C# but never used a dynamically typed one before, it is advised you
  94. read this tutorial: :ref:`doc_gdscript_more_efficiently`.
  95. Language
  96. --------
  97. In the following, an overview is given to GDScript. Details, such as which
  98. methods are available to arrays or other objects, should be looked up in
  99. the linked class descriptions.
  100. Identifiers
  101. ~~~~~~~~~~~
  102. Any string that restricts itself to alphabetic characters (``a`` to
  103. ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
  104. as an identifier. Additionally, identifiers must not begin with a digit.
  105. Identifiers are case-sensitive (``foo`` is different from ``FOO``).
  106. Keywords
  107. ~~~~~~~~
  108. The following is the list of keywords supported by the language. Since
  109. keywords are reserved words (tokens), they can't be used as identifiers.
  110. Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
  111. as listed in the following sections are also reserved.
  112. Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
  113. in case you want to take a look under the hood.
  114. +------------+---------------------------------------------------------------------------------------------------------------+
  115. | Keyword | Description |
  116. +============+===============================================================================================================+
  117. | if | See `if/else/elif`_. |
  118. +------------+---------------------------------------------------------------------------------------------------------------+
  119. | elif | See `if/else/elif`_. |
  120. +------------+---------------------------------------------------------------------------------------------------------------+
  121. | else | See `if/else/elif`_. |
  122. +------------+---------------------------------------------------------------------------------------------------------------+
  123. | for | See for_. |
  124. +------------+---------------------------------------------------------------------------------------------------------------+
  125. | while | See while_. |
  126. +------------+---------------------------------------------------------------------------------------------------------------+
  127. | match | See match_. |
  128. +------------+---------------------------------------------------------------------------------------------------------------+
  129. | break | Exits the execution of the current ``for`` or ``while`` loop. |
  130. +------------+---------------------------------------------------------------------------------------------------------------+
  131. | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
  132. +------------+---------------------------------------------------------------------------------------------------------------+
  133. | pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
  134. +------------+---------------------------------------------------------------------------------------------------------------+
  135. | return | Returns a value from a function. |
  136. +------------+---------------------------------------------------------------------------------------------------------------+
  137. | class | Defines a class. |
  138. +------------+---------------------------------------------------------------------------------------------------------------+
  139. | extends | Defines what class to extend with the current class. |
  140. +------------+---------------------------------------------------------------------------------------------------------------+
  141. | is | Tests whether a variable extends a given class, or is of a given built-in type. |
  142. +------------+---------------------------------------------------------------------------------------------------------------+
  143. | as | Cast the value to a given type if possible. |
  144. +------------+---------------------------------------------------------------------------------------------------------------+
  145. | self | Refers to current class instance. |
  146. +------------+---------------------------------------------------------------------------------------------------------------+
  147. | tool | Executes the script in the editor. |
  148. +------------+---------------------------------------------------------------------------------------------------------------+
  149. | signal | Defines a signal. |
  150. +------------+---------------------------------------------------------------------------------------------------------------+
  151. | func | Defines a function. |
  152. +------------+---------------------------------------------------------------------------------------------------------------+
  153. | static | Defines a static function. Static member variables are not allowed. |
  154. +------------+---------------------------------------------------------------------------------------------------------------+
  155. | const | Defines a constant. |
  156. +------------+---------------------------------------------------------------------------------------------------------------+
  157. | enum | Defines an enum. |
  158. +------------+---------------------------------------------------------------------------------------------------------------+
  159. | var | Defines a variable. |
  160. +------------+---------------------------------------------------------------------------------------------------------------+
  161. | onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
  162. +------------+---------------------------------------------------------------------------------------------------------------+
  163. | export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
  164. +------------+---------------------------------------------------------------------------------------------------------------+
  165. | setget | Defines setter and getter functions for a variable. |
  166. +------------+---------------------------------------------------------------------------------------------------------------+
  167. | breakpoint | Editor helper for debugger breakpoints. |
  168. +------------+---------------------------------------------------------------------------------------------------------------+
  169. | preload | Preloads a class or variable. See `Classes as resources`_. |
  170. +------------+---------------------------------------------------------------------------------------------------------------+
  171. | yield | Coroutine support. See `Coroutines with yield`_. |
  172. +------------+---------------------------------------------------------------------------------------------------------------+
  173. | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
  174. +------------+---------------------------------------------------------------------------------------------------------------+
  175. | remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  176. +------------+---------------------------------------------------------------------------------------------------------------+
  177. | master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  178. +------------+---------------------------------------------------------------------------------------------------------------+
  179. | puppet | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  180. +------------+---------------------------------------------------------------------------------------------------------------+
  181. | remotesync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  182. +------------+---------------------------------------------------------------------------------------------------------------+
  183. | mastersync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  184. +------------+---------------------------------------------------------------------------------------------------------------+
  185. | puppetsync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  186. +------------+---------------------------------------------------------------------------------------------------------------+
  187. | PI | PI constant. |
  188. +------------+---------------------------------------------------------------------------------------------------------------+
  189. | TAU | TAU constant. |
  190. +------------+---------------------------------------------------------------------------------------------------------------+
  191. | INF | Infinity constant. Used for comparisons. |
  192. +------------+---------------------------------------------------------------------------------------------------------------+
  193. | NAN | NAN (not a number) constant. Used for comparisons. |
  194. +------------+---------------------------------------------------------------------------------------------------------------+
  195. Operators
  196. ~~~~~~~~~
  197. The following is the list of supported operators and their precedence.
  198. +---------------------------------------------------------------+-----------------------------------------+
  199. | **Operator** | **Description** |
  200. +---------------------------------------------------------------+-----------------------------------------+
  201. | ``x[index]`` | Subscription, Highest Priority |
  202. +---------------------------------------------------------------+-----------------------------------------+
  203. | ``x.attribute`` | Attribute Reference |
  204. +---------------------------------------------------------------+-----------------------------------------+
  205. | ``is`` | Instance Type Checker |
  206. +---------------------------------------------------------------+-----------------------------------------+
  207. | ``~`` | Bitwise NOT |
  208. +---------------------------------------------------------------+-----------------------------------------+
  209. | ``-x`` | Negative / Unary Negation |
  210. +---------------------------------------------------------------+-----------------------------------------+
  211. | ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
  212. | | |
  213. | | These operators have the same behavior |
  214. | | as C++. Integer division is truncated |
  215. | | rather than returning a fractional |
  216. | | number, and the % operator is only |
  217. | | available for ints ("fmod" for floats) |
  218. +---------------------------------------------------------------+-----------------------------------------+
  219. | ``+`` | Addition / Concatenation of Arrays |
  220. +---------------------------------------------------------------+-----------------------------------------+
  221. | ``-`` | Subtraction |
  222. +---------------------------------------------------------------+-----------------------------------------+
  223. | ``<<`` ``>>`` | Bit Shifting |
  224. +---------------------------------------------------------------+-----------------------------------------+
  225. | ``&`` | Bitwise AND |
  226. +---------------------------------------------------------------+-----------------------------------------+
  227. | ``^`` | Bitwise XOR |
  228. +---------------------------------------------------------------+-----------------------------------------+
  229. | ``|`` | Bitwise OR |
  230. +---------------------------------------------------------------+-----------------------------------------+
  231. | ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
  232. +---------------------------------------------------------------+-----------------------------------------+
  233. | ``in`` | Content Test |
  234. +---------------------------------------------------------------+-----------------------------------------+
  235. | ``!`` ``not`` | Boolean NOT |
  236. +---------------------------------------------------------------+-----------------------------------------+
  237. | ``and`` ``&&`` | Boolean AND |
  238. +---------------------------------------------------------------+-----------------------------------------+
  239. | ``or`` ``||`` | Boolean OR |
  240. +---------------------------------------------------------------+-----------------------------------------+
  241. | ``if x else`` | Ternary if/else |
  242. +---------------------------------------------------------------+-----------------------------------------+
  243. | ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
  244. +---------------------------------------------------------------+-----------------------------------------+
  245. Literals
  246. ~~~~~~~~
  247. +--------------------------+----------------------------------------+
  248. | **Literal** | **Type** |
  249. +--------------------------+----------------------------------------+
  250. | ``45`` | Base 10 integer |
  251. +--------------------------+----------------------------------------+
  252. | ``0x8F51`` | Base 16 (hex) integer |
  253. +--------------------------+----------------------------------------+
  254. | ``3.14``, ``58.1e-10`` | Floating point number (real) |
  255. +--------------------------+----------------------------------------+
  256. | ``"Hello"``, ``"Hi"`` | Strings |
  257. +--------------------------+----------------------------------------+
  258. | ``"""Hello"""`` | Multiline string |
  259. +--------------------------+----------------------------------------+
  260. | ``@"Node/Label"`` | NodePath or StringName |
  261. +--------------------------+----------------------------------------+
  262. | ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
  263. +--------------------------+----------------------------------------+
  264. Comments
  265. ~~~~~~~~
  266. Anything from a ``#`` to the end of the line is ignored and is
  267. considered a comment.
  268. ::
  269. # This is a comment.
  270. Multi-line comments can be created using """ (three quotes in a row) at
  271. the beginning and end of a block of text. Note that this creates a string,
  272. therefore, it will not be stripped away when the script is compiled.
  273. ::
  274. """ Everything on these
  275. lines is considered
  276. a comment. """
  277. .. _doc_gdscript_builtin_types:
  278. Built-in types
  279. --------------
  280. Built-in types are stack-allocated. They are passed as values.
  281. This means a copy is created on each assignment or when passing them as arguments to functions.
  282. The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by reference so they are shared.
  283. (Not ``PoolArray``\ s like ``PoolByteArray`` though, those are passed as values too,
  284. so consider this when deciding which to use!)
  285. Basic built-in types
  286. ~~~~~~~~~~~~~~~~~~~~
  287. A variable in GDScript can be assigned to several built-in types.
  288. null
  289. ^^^^
  290. ``null`` is an empty data type that contains no information and can not
  291. be assigned any other value.
  292. bool
  293. ^^^^
  294. The Boolean data type can only contain ``true`` or ``false``.
  295. int
  296. ^^^
  297. The integer data type can only contain integer numbers, (both negative
  298. and positive).
  299. float
  300. ^^^^^
  301. Used to contain a floating point value (real numbers).
  302. :ref:`String <class_String>`
  303. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  304. A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_. Strings can contain the
  305. `standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
  306. GDScript supports :ref:`format strings aka printf functionality
  307. <doc_gdscript_printf>`.
  308. Vector built-in types
  309. ~~~~~~~~~~~~~~~~~~~~~
  310. :ref:`Vector2 <class_Vector2>`
  311. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  312. 2D vector type containing ``x`` and ``y`` fields. Can also be
  313. accessed as array.
  314. :ref:`Rect2 <class_Rect2>`
  315. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  316. 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
  317. Alternatively contains an ``end`` field which is ``position+size``.
  318. :ref:`Vector3 <class_Vector3>`
  319. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  320. 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
  321. be accessed as an array.
  322. :ref:`Transform2D <class_Transform2D>`
  323. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  324. 3x2 matrix used for 2D transforms.
  325. :ref:`Plane <class_Plane>`
  326. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  327. 3D Plane type in normalized form that contains a ``normal`` vector field
  328. and a ``d`` scalar distance.
  329. :ref:`Quat <class_Quat>`
  330. ^^^^^^^^^^^^^^^^^^^^^^^^
  331. Quaternion is a datatype used for representing a 3D rotation. It's
  332. useful for interpolating rotations.
  333. :ref:`AABB <class_AABB>`
  334. ^^^^^^^^^^^^^^^^^^^^^^^^
  335. Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
  336. and ``size``. Alternatively contains an ``end`` field which is
  337. ``position+size``.
  338. :ref:`Basis <class_Basis>`
  339. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  340. 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
  341. (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
  342. vectors.
  343. :ref:`Transform <class_Transform>`
  344. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  345. 3D Transform contains a Basis field ``basis`` and a Vector3 field
  346. ``origin``.
  347. Engine built-in types
  348. ~~~~~~~~~~~~~~~~~~~~~
  349. :ref:`Color <class_Color>`
  350. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  351. Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
  352. also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
  353. :ref:`NodePath <class_NodePath>`
  354. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  355. Compiled path to a node used mainly in the scene system. It can be
  356. easily assigned to, and from, a String.
  357. :ref:`RID <class_RID>`
  358. ^^^^^^^^^^^^^^^^^^^^^^
  359. Resource ID (RID). Servers use generic RIDs to reference opaque data.
  360. :ref:`Object <class_Object>`
  361. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  362. Base class for anything that is not a built-in type.
  363. Container built-in types
  364. ~~~~~~~~~~~~~~~~~~~~~~~~
  365. :ref:`Array <class_Array>`
  366. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  367. Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
  368. The array can resize dynamically. Arrays are indexed starting from index ``0``.
  369. Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
  370. ::
  371. var arr = []
  372. arr = [1, 2, 3]
  373. var b = arr[1] # This is 2.
  374. var c = arr[arr.size() - 1] # This is 3.
  375. var d = arr[-1] # Same as the previous line, but shorter.
  376. arr[0] = "Hi!" # Replacing value 1 with "Hi!".
  377. arr.append(4) # Array is now ["Hi!", 2, 3, 4].
  378. GDScript arrays are allocated linearly in memory for speed.
  379. Large arrays (more than tens of thousands of elements) may however cause
  380. memory fragmentation. If this is a concern, special types of
  381. arrays are available. These only accept a single data type. They avoid memory
  382. fragmentation and also use less memory but are atomic and tend to run slower than generic
  383. arrays. They are therefore only recommended to use for large data sets:
  384. - :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
  385. - :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
  386. - :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
  387. - :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
  388. - :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
  389. - :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
  390. - :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
  391. :ref:`Dictionary <class_Dictionary>`
  392. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  393. Associative container which contains values referenced by unique keys.
  394. ::
  395. var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
  396. d["Hi!"] = 0
  397. d = {
  398. 22: "value",
  399. "some_key": 2,
  400. "other_key": [2, 3, 4],
  401. "more_key": "Hello"
  402. }
  403. Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
  404. and doesn't use quotes to mark string keys (making for slightly less to write).
  405. Note however that like any GDScript identifier, keys written in this form cannot
  406. start with a digit.
  407. ::
  408. var d = {
  409. test22 = "value",
  410. some_key = 2,
  411. other_key = [2, 3, 4],
  412. more_key = "Hello"
  413. }
  414. To add a key to an existing dictionary, access it like an existing key and
  415. assign to it::
  416. var d = {} # Create an empty Dictionary.
  417. d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
  418. d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
  419. d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
  420. Data
  421. ----
  422. Variables
  423. ~~~~~~~~~
  424. Variables can exist as class members or local to functions. They are
  425. created with the ``var`` keyword and may, optionally, be assigned a
  426. value upon initialization.
  427. ::
  428. var a # Data type is 'null' by default.
  429. var b = 5
  430. var c = 3.8
  431. var d = b + c # Variables are always initialized in order.
  432. Variables can optionally have a type specification. When a type is specified,
  433. the variable will be forced to have always that same type, and trying to assign
  434. an incompatible value will raise an error.
  435. Types are specified in the variable declaration using a ``:`` (colon) symbol
  436. after the variable name, followed by the type.
  437. ::
  438. var my_vector2: Vector2
  439. var my_node: Node = Sprite.new()
  440. If the variable is initialized within the declaration, the type can be inferred, so
  441. it's possible to omit the type name::
  442. var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'
  443. var my_node := Sprite.new() # 'my_node' is of type 'Sprite'
  444. Type inference is only possible if the assigned value has a defined type, otherwise
  445. it will raise an error.
  446. Valid types are:
  447. - Built-in types (Array, Vector2, int, String, etc.)
  448. - Engine classes (Node, Resource, Reference, etc.)
  449. - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
  450. - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)
  451. - Script classes declared with the ``class_name`` keyword.
  452. Casting
  453. ^^^^^^^
  454. Values assigned to typed variables must have a compatible type. If it's needed to
  455. coerce a value to be of a certain type, in particular for object types, you can
  456. use the casting operator ``as``.
  457. Casting between object types results in the same object if the value is of the
  458. same type or a subtype of the cast type.
  459. ::
  460. var my_node2D: Node2D
  461. my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
  462. If the value is not a subtype, the casting operation will result in a ``null`` value.
  463. ::
  464. var my_node2D: Node2D
  465. my_node2D = $Button # Results in 'null' since a Button is not a subtype of Node2D
  466. For built-in types, they will be forcibly converted if possible, otherwise the
  467. engine will raise an error.
  468. ::
  469. var my_int: int
  470. my_int = "123" as int # The string can be converted to int
  471. my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error
  472. Casting is also useful to have better type-safe variables when interacting with
  473. tree::
  474. # will infer the variable to be of type Sprite:
  475. var my_sprite := $Character as Sprite
  476. # will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()':
  477. ($AnimPlayer as AnimationPlayer).play("walk")
  478. Constants
  479. ~~~~~~~~~
  480. Constants are similar to variables, but must be constants or constant
  481. expressions and must be assigned on initialization.
  482. ::
  483. const A = 5
  484. const B = Vector2(20, 20)
  485. const C = 10 + 20 # Constant expression.
  486. const D = Vector2(20, 30).x # Constant expression: 20
  487. const E = [1, 2, 3, 4][0] # Constant expression: 1
  488. const F = sin(20) # sin() can be used in constant expressions.
  489. const G = x + 20 # Invalid; this is not a constant expression!
  490. const H = A + 20 # Constant expression: 25
  491. Although the type of constants is inferred from the assigned value, it's also
  492. possible to add explicit type specification::
  493. const A: int = 5
  494. const B: Vector2 = Vector2()
  495. Assigning a value of an incompatible type will raise an error.
  496. Enums
  497. ^^^^^
  498. Enums are basically a shorthand for constants, and are pretty useful if you
  499. want to assign consecutive integers to some constant.
  500. If you pass a name to the enum, it will put all the keys inside a constant
  501. dictionary of that name.
  502. .. important: The keys in a named enum are not registered as global constants
  503. in Godot 3.1 and later, they should be accessed prefixed by the
  504. enum's name (``Name.KEY``). See example below.
  505. ::
  506. enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  507. # Is the same as:
  508. const TILE_BRICK = 0
  509. const TILE_FLOOR = 1
  510. const TILE_SPIKE = 2
  511. const TILE_TELEPORT = 3
  512. enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
  513. # Is the same as:
  514. const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
  515. # Access values with State.STATE_IDLE, etc.
  516. Functions
  517. ~~~~~~~~~
  518. Functions always belong to a `class <Classes_>`_. The scope priority for
  519. variable look-up is: local → class member → global. The ``self`` variable is
  520. always available and is provided as an option for accessing class members, but
  521. is not always required (and should *not* be sent as the function's first
  522. argument, unlike Python).
  523. ::
  524. func my_function(a, b):
  525. print(a)
  526. print(b)
  527. return a + b # Return is optional; without it 'null' is returned.
  528. A function can ``return`` at any point. The default return value is ``null``.
  529. Functions can also have type specification for the arguments and for the return
  530. value. Types for arguments can be added in a similar way to variables::
  531. func my_function(a: int, b: String):
  532. pass
  533. If a function argument has a default value, it's possible to infer the type::
  534. func my_function(int_arg := 42, String_arg := "string"):
  535. pass
  536. The return type of the function can be specified after the arguments list using
  537. the arrow token (``->``)::
  538. func my_int_function() -> int:
  539. return 0
  540. Functions that have a return type **must** return a proper value. Setting the
  541. type as ``void`` means the function doesn't return anything. Void functions can
  542. return early with the ``return`` keyword, but they can't return any value.
  543. ::
  544. void_function() -> void:
  545. return # Can't return a value
  546. .. note:: Non-void functions must **always** return a value, so if your code has
  547. branching statements (such as an ``if``/``else`` construct), all the
  548. possible paths must have a return. E.g., if you have a ``return``
  549. inside an ``if`` block but not after it, the editor will raise an
  550. error because if the block is not executed, the function won't have a
  551. valid value to return.
  552. Referencing Functions
  553. ^^^^^^^^^^^^^^^^^^^^^
  554. Contrary to Python, functions are *not* first class objects in GDScript. This
  555. means they cannot be stored in variables, passed as an argument to another
  556. function or be returned from other functions. This is for performance reasons.
  557. To reference a function by name at runtime, (e.g. to store it in a variable, or
  558. pass it to another function as an argument) one must use the ``call`` or
  559. ``funcref`` helpers::
  560. # Call a function by name in one step.
  561. my_node.call("my_function", args)
  562. # Store a function reference.
  563. var my_func = funcref(my_node, "my_function")
  564. # Call stored function reference.
  565. my_func.call_func(args)
  566. Remember that default functions, like ``_init``, and most
  567. notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``,
  568. ``_physics_process``, etc. are called in all base classes automatically.
  569. So there is only a need to call the function explicitly when overloading
  570. them in some way.
  571. Static functions
  572. ^^^^^^^^^^^^^^^^
  573. A function can be declared static. When a function is static, it has no
  574. access to the instance member variables or ``self``. This is mainly
  575. useful to make libraries of helper functions:
  576. ::
  577. static func sum2(a, b):
  578. return a + b
  579. Statements and control flow
  580. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  581. Statements are standard and can be assignments, function calls, control
  582. flow structures, etc (see below). ``;`` as a statement separator is
  583. entirely optional.
  584. if/else/elif
  585. ^^^^^^^^^^^^
  586. Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
  587. Parenthesis around conditions are allowed, but not required. Given the
  588. nature of the tab-based indentation, ``elif`` can be used instead of
  589. ``else``/``if`` to maintain a level of indentation.
  590. ::
  591. if [expression]:
  592. statement(s)
  593. elif [expression]:
  594. statement(s)
  595. else:
  596. statement(s)
  597. Short statements can be written on the same line as the condition::
  598. if 1 + 1 == 2: return 2 + 2
  599. else:
  600. var x = 3 + 3
  601. return x
  602. Sometimes you might want to assign a different initial value based on a
  603. boolean expression. In this case, ternary-if expressions come in handy::
  604. var x = [value] if [expression] else [value]
  605. y += 3 if y < 10 else -1
  606. while
  607. ^^^^^
  608. Simple loops are created by using ``while`` syntax. Loops can be broken
  609. using ``break`` or continued using ``continue``:
  610. ::
  611. while [expression]:
  612. statement(s)
  613. for
  614. ^^^
  615. To iterate through a range, such as an array or table, a *for* loop is
  616. used. When iterating over an array, the current array element is stored in
  617. the loop variable. When iterating over a dictionary, the *index* is stored
  618. in the loop variable.
  619. ::
  620. for x in [5, 7, 11]:
  621. statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
  622. var dict = {"a": 0, "b": 1, "c": 2}
  623. for i in dict:
  624. print(dict[i])
  625. for i in range(3):
  626. statement # Similar to [0, 1, 2] but does not allocate an array.
  627. for i in range(1,3):
  628. statement # Similar to [1, 2] but does not allocate an array.
  629. for i in range(2,8,2):
  630. statement # Similar to [2, 4, 6] but does not allocate an array.
  631. for c in "Hello":
  632. print(c) # Iterate through all characters in a String, print every letter on new line.
  633. match
  634. ^^^^^
  635. A ``match`` statement is used to branch execution of a program.
  636. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
  637. Basic syntax:
  638. ::
  639. match [expression]:
  640. [pattern](s):
  641. [block]
  642. [pattern](s):
  643. [block]
  644. [pattern](s):
  645. [block]
  646. **Crash-course for people who are familiar with switch statements**:
  647. 1. Replace ``switch`` with ``match``
  648. 2. Remove ``case``
  649. 3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
  650. 4. Change ``default`` to a single underscore.
  651. **Control flow**:
  652. The patterns are matched from top to bottom.
  653. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
  654. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
  655. There are 6 pattern types:
  656. - constant pattern
  657. constant primitives, like numbers and strings ::
  658. match x:
  659. 1:
  660. print("We are number one!")
  661. 2:
  662. print("Two are better than one!")
  663. "test":
  664. print("Oh snap! It's a string!")
  665. - variable pattern
  666. matches the contents of a variable/enum ::
  667. match typeof(x):
  668. TYPE_REAL:
  669. print("float")
  670. TYPE_STRING:
  671. print("text")
  672. TYPE_ARRAY:
  673. print("array")
  674. - wildcard pattern
  675. This pattern matches everything. It's written as a single underscore.
  676. It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
  677. match x:
  678. 1:
  679. print("It's one!")
  680. 2:
  681. print("It's one times two!")
  682. _:
  683. print("It's not 1 or 2. I don't care tbh.")
  684. - binding pattern
  685. A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
  686. It's especially useful in array and dictionary patterns. ::
  687. match x:
  688. 1:
  689. print("It's one!")
  690. 2:
  691. print("It's one times two!")
  692. var new_var:
  693. print("It's not 1 or 2, it's ", new_var)
  694. - array pattern
  695. matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
  696. The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  697. **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
  698. Every subpattern has to be comma separated. ::
  699. match x:
  700. []:
  701. print("Empty array")
  702. [1, 3, "test", null]:
  703. print("Very specific array")
  704. [var start, _, "test"]:
  705. print("First element is ", start, ", and the last is \"test\"")
  706. [42, ..]:
  707. print("Open ended array")
  708. - dictionary pattern
  709. Works in the same way as the array pattern. Every key has to be a constant pattern.
  710. The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  711. **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``
  712. Every subpattern has to be comma separated.
  713. If you don't specify a value, then only the existence of the key is checked.
  714. A value pattern is separated from the key pattern with a ``:`` ::
  715. match x:
  716. {}:
  717. print("Empty dict")
  718. {"name": "Dennis"}:
  719. print("The name is Dennis")
  720. {"name": "Dennis", "age": var age}:
  721. print("Dennis is ", age, " years old.")
  722. {"name", "age"}:
  723. print("Has a name and an age, but it's not Dennis :(")
  724. {"key": "godotisawesome", ..}:
  725. print("I only checked for one entry and ignored the rest")
  726. Multipatterns:
  727. You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::
  728. match x:
  729. 1, 2, 3:
  730. print("It's 1 - 3")
  731. "Sword", "Splash potion", "Fist":
  732. print("Yep, you've taken damage")
  733. Classes
  734. ~~~~~~~
  735. By default, all script files are unnamed classes. In this case, you can only
  736. reference them using the file's path, using either a relative or an absolute
  737. path. For example, if you name a script file ``character.gd``
  738. ::
  739. # Inherit from Character.gd
  740. extends res://path/to/character.gd
  741. # Load character.gd and create a new node instance from it
  742. var Character = load("res://path/to/character.gd")
  743. var character_node = Character.new()
  744. Instead, you can give your class a name to register it as a new type in Godot's
  745. editor. For that, you use the 'class_name' keyword. You can add an
  746. optional comma followed by a path to an image, to use it as an icon. Your class
  747. will then appear with its new icon in the editor:
  748. ::
  749. # Item.gd
  750. extends Node
  751. class_name Item, "res://interface/icons/item.png"
  752. .. image:: img/class_name_editor_register_example.png
  753. Here's a class file example:
  754. ::
  755. # Saved as a file named 'character.gd'.
  756. class_name Character
  757. var health = 5
  758. func print_health():
  759. print(health)
  760. func print_this_script_three_times():
  761. print(get_script())
  762. print(ResourceLoader.load("res://character.gd"))
  763. print(Character)
  764. .. note:: Godot's class syntax is compact: it can only contain member variables or
  765. functions. You can use static functions, but not static member variables. In the
  766. same way, the engine initializes variables every time you create an instance,
  767. and this includes arrays and dictionaries. This is in the spirit of thread
  768. safety, since scripts can be initialized in separate threads without the user
  769. knowing.
  770. Inheritance
  771. ^^^^^^^^^^^
  772. A class (stored as a file) can inherit from
  773. - A global class
  774. - Another class file
  775. - An inner class inside another class file.
  776. Multiple inheritance is not allowed.
  777. Inheritance uses the ``extends`` keyword:
  778. ::
  779. # Inherit/extend a globally available class.
  780. extends SomeClass
  781. # Inherit/extend a named class file.
  782. extends "somefile.gd"
  783. # Inherit/extend an inner class in another file.
  784. extends "somefile.gd".SomeInnerClass
  785. To check if a given instance inherits from a given class,
  786. the ``is`` keyword can be used:
  787. ::
  788. # Cache the enemy class.
  789. const Enemy = preload("enemy.gd")
  790. # [...]
  791. # Use 'is' to check inheritance.
  792. if (entity is Enemy):
  793. entity.apply_damage()
  794. To call a function in a *base class* (i.e. one ``extend``-ed in your current class),
  795. prepend ``.`` to the function name:
  796. ::
  797. .basefunc(args)
  798. This is especially useful because functions in extending classes replace
  799. functions with the same name in their base classes. So if you still want
  800. to call them, you can use ``.`` like the ``super`` keyword in other languages:
  801. ::
  802. func some_func(x):
  803. .some_func(x) # Calls same function on the parent class.
  804. Class Constructor
  805. ^^^^^^^^^^^^^^^^^
  806. The class constructor, called on class instantiation, is named ``_init``.
  807. As mentioned earlier, the constructors of parent classes are called automatically when
  808. inheriting a class. So there is usually no need to call ``._init()`` explicitly.
  809. Unlike the call of a regular function, like in the above example with ``.some_func``,
  810. if the constructor from the inherited class takes arguments, they are passed like this:
  811. ::
  812. func _init(args).(parent_args):
  813. pass
  814. This is better explained through examples. Say we have this scenario:
  815. ::
  816. # State.gd (inherited class)
  817. var entity = null
  818. var message = null
  819. func _init(e=null):
  820. entity = e
  821. func enter(m):
  822. message = m
  823. # Idle.gd (inheriting class)
  824. extends "State.gd"
  825. func _init(e=null, m=null).(e):
  826. # Do something with 'e'.
  827. message = m
  828. There are a few things to keep in mind here:
  829. 1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
  830. arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to
  831. define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
  832. 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
  833. 3. in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
  834. in to ``Idle.gd``
  835. 4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
  836. to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
  837. can pass literals in the base constructor as well, not just variables. Eg.:
  838. ::
  839. # Idle.gd
  840. func _init().(5):
  841. pass
  842. Inner classes
  843. ^^^^^^^^^^^^^
  844. A class file can contain inner classes. Inner classes are defined using the
  845. ``class`` keyword. They are instanced using the ``ClassName.new()``
  846. function.
  847. ::
  848. # Inside a class file.
  849. # An inner class in this class file.
  850. class SomeInnerClass:
  851. var a = 5
  852. func print_value_of_a():
  853. print(a)
  854. # This is the constructor of the class file's main class.
  855. func _init():
  856. var c = SomeInnerClass.new()
  857. c.print_value_of_a()
  858. Classes as resources
  859. ^^^^^^^^^^^^^^^^^^^^
  860. Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
  861. must be loaded from disk to access them in other classes. This is done using
  862. either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
  863. class resource is done by calling the ``new`` function on the class object::
  864. # Load the class resource when calling load().
  865. var my_class = load("myclass.gd")
  866. # Preload the class only once at compile time.
  867. const MyClass = preload("myclass.gd")
  868. func _init():
  869. var a = MyClass.new()
  870. a.some_function()
  871. .. _doc_gdscript_exports:
  872. Exports
  873. ~~~~~~~
  874. Class members can be exported. This means their value gets saved along
  875. with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
  876. to. They will also be available for editing in the property editor. Exporting
  877. is done by using the ``export`` keyword::
  878. extends Button
  879. export var number = 5 # Value will be saved and visible in the property editor.
  880. An exported variable must be initialized to a constant expression or have an
  881. export hint in the form of an argument to the export keyword (see below).
  882. One of the fundamental benefits of exporting member variables is to have
  883. them visible and editable in the editor. This way, artists and game designers
  884. can modify values that later influence how the program runs. For this, a
  885. special export syntax is provided.
  886. ::
  887. # If the exported value assigns a constant or constant expression,
  888. # the type will be inferred and used in the editor.
  889. export var number = 5
  890. # Export can take a basic data type as an argument, which will be
  891. # used in the editor.
  892. export(int) var number
  893. # Export can also take a resource type to use as a hint.
  894. export(Texture) var character_face
  895. export(PackedScene) var scene_file
  896. # There are many resource types that can be used this way, try e.g.
  897. # the following to list them:
  898. export(Resource) var resource
  899. # Integers and strings hint enumerated values.
  900. # Editor will enumerate as 0, 1 and 2.
  901. export(int, "Warrior", "Magician", "Thief") var character_class
  902. # Editor will enumerate with string names.
  903. export(String, "Rebecca", "Mary", "Leah") var character_name
  904. # Named Enum Values
  905. # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  906. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  907. export (NamedEnum) var x
  908. # Strings as Paths
  909. # String is a path to a file.
  910. export(String, FILE) var f
  911. # String is a path to a directory.
  912. export(String, DIR) var f
  913. # String is a path to a file, custom filter provided as hint.
  914. export(String, FILE, "*.txt") var f
  915. # Using paths in the global filesystem is also possible,
  916. # but only in tool scripts (see further below).
  917. # String is a path to a PNG file in the global filesystem.
  918. export(String, FILE, GLOBAL, "*.png") var tool_image
  919. # String is a path to a directory in the global filesystem.
  920. export(String, DIR, GLOBAL) var tool_dir
  921. # The MULTILINE setting tells the editor to show a large input
  922. # field for editing over multiple lines.
  923. export(String, MULTILINE) var text
  924. # Limiting editor input ranges
  925. # Allow integer values from 0 to 20.
  926. export(int, 20) var i
  927. # Allow integer values from -10 to 20.
  928. export(int, -10, 20) var j
  929. # Allow floats from -10 to 20, with a step of 0.2.
  930. export(float, -10, 20, 0.2) var k
  931. # Allow values y = exp(x) where y varies between 100 and 1000
  932. # while snapping to steps of 20. The editor will present a
  933. # slider for easily editing the value.
  934. export(float, EXP, 100, 1000, 20) var l
  935. # Floats with Easing Hint
  936. # Display a visual representation of the ease() function
  937. # when editing.
  938. export(float, EASE) var transition_speed
  939. # Colors
  940. # Color given as Red-Green-Blue value
  941. export(Color, RGB) var col # Color is RGB.
  942. # Color given as Red-Green-Blue-Alpha value
  943. export(Color, RGBA) var col # Color is RGBA.
  944. # Another node in the scene can be exported, too.
  945. export(NodePath) var node
  946. It must be noted that even if the script is not being run while at the
  947. editor, the exported properties are still editable (see below for
  948. "tool").
  949. Exporting bit flags
  950. ^^^^^^^^^^^^^^^^^^^
  951. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  952. values in one property. By using the export hint ``int, FLAGS``, they
  953. can be set from the editor:
  954. ::
  955. # Individually edit the bits of an integer.
  956. export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
  957. Restricting the flags to a certain number of named flags is also
  958. possible. The syntax is similar to the enumeration syntax:
  959. ::
  960. # Set any of the given flags from the editor.
  961. export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
  962. In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
  963. has value 4 and ``Wind`` corresponds to value 8. Usually, constants
  964. should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
  965. on).
  966. Using bit flags requires some understanding of bitwise operations. If in
  967. doubt, boolean variables should be exported instead.
  968. Exporting arrays
  969. ^^^^^^^^^^^^^^^^
  970. Exporting arrays works, but with an important caveat: While regular
  971. arrays are created local to every class instance, exported arrays are *shared*
  972. between all instances. This means that editing them in one instance will
  973. cause them to change in all other instances. Exported arrays can have
  974. initializers, but they must be constant expressions.
  975. ::
  976. # Exported array, shared between all instances.
  977. # Default value must be a constant expression.
  978. export var a = [1, 2, 3]
  979. # Exported arrays can specify type (using the same hints as before).
  980. export(Array, int) var ints = [1,2,3]
  981. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  982. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  983. # You can omit the default value, but then it would be null if not assigned.
  984. export(Array) var b
  985. export(Array, PackedScene) var scenes
  986. # Typed arrays also work, only initialized empty:
  987. export var vector3s = PoolVector3Array()
  988. export var strings = PoolStringArray()
  989. # Regular array, created local for every instance.
  990. # Default value can include run-time values, but can't
  991. # be exported.
  992. var c = [a, 2, 3]
  993. Setters/getters
  994. ~~~~~~~~~~~~~~~
  995. It is often useful to know when a class' member variable changes for
  996. whatever reason. It may also be desired to encapsulate its access in some way.
  997. For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
  998. It is used directly after a variable definition:
  999. ::
  1000. var variable = value setget setterfunc, getterfunc
  1001. Whenever the value of ``variable`` is modified by an *external* source
  1002. (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
  1003. will be called. This happens *before* the value is changed. The *setter* must decide what to do
  1004. with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
  1005. (``getterfunc`` above) must ``return`` the desired value. Below is an example:
  1006. ::
  1007. var myvar setget my_var_set, my_var_get
  1008. func my_var_set(new_value):
  1009. my_var = new_value
  1010. func my_var_get():
  1011. return my_var # Getter must return a value.
  1012. Either of the *setter* or *getter* functions can be omitted:
  1013. ::
  1014. # Only a setter.
  1015. var my_var = 5 setget myvar_set
  1016. # Only a getter (note the comma).
  1017. var my_var = 5 setget ,myvar_get
  1018. Get/Setters are especially useful when exporting variables to editor in tool
  1019. scripts or plugins, for validating input.
  1020. As said, *local* access will *not* trigger the setter and getter. Here is an
  1021. illustration of this:
  1022. ::
  1023. func _init():
  1024. # Does not trigger setter/getter.
  1025. my_integer = 5
  1026. print(my_integer)
  1027. # Does trigger setter/getter.
  1028. self.my_integer = 5
  1029. print(self.my_integer)
  1030. Tool mode
  1031. ~~~~~~~~~
  1032. Scripts, by default, don't run inside the editor and only the exported
  1033. properties can be changed. In some cases, it is desired that they do run
  1034. inside the editor (as long as they don't execute game code or manually
  1035. avoid doing so). For this, the ``tool`` keyword exists and must be
  1036. placed at the top of the file:
  1037. ::
  1038. tool
  1039. extends Button
  1040. func _ready():
  1041. print("Hello")
  1042. .. warning:: Be cautious when freeing nodes with `queue_free()` or `free()`
  1043. in a tool script (especially the script's owner itself). As tool
  1044. scripts run their code in the editor, misusing them may lead to
  1045. crashing the editor.
  1046. Memory management
  1047. ~~~~~~~~~~~~~~~~~
  1048. If a class inherits from :ref:`class_Reference`, then instances will be
  1049. freed when no longer in use. No garbage collector exists, just
  1050. reference counting. By default, all classes that don't define
  1051. inheritance extend **Reference**. If this is not desired, then a class
  1052. must inherit :ref:`class_Object` manually and must call instance.free(). To
  1053. avoid reference cycles that can't be freed, a ``weakref`` function is
  1054. provided for creating weak references.
  1055. Alternatively, when not using references, the
  1056. ``is_instance_valid(instance)`` can be used to check if an object has been
  1057. freed.
  1058. .. _doc_gdscript_signals:
  1059. Signals
  1060. ~~~~~~~
  1061. Signals are a tool to emit messages from an object that other objects can react
  1062. to. To create custom signals for a class, use the ``signal`` keyword.
  1063. ::
  1064. extends Node
  1065. # A signal named health_depleted
  1066. signal health_depleted
  1067. .. note::
  1068. Signals are a `Callback
  1069. <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
  1070. mechanism. They also fill the role of Observers, a common programming
  1071. pattern. For more information, read the `Observer tutorial
  1072. <https://gameprogrammingpatterns.com/observer.html>`_ in the
  1073. Game Programming Patterns ebook.
  1074. You can connect these signals to methods the same way you connect built-in
  1075. signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
  1076. In the example below, we connect the ``health_depleted`` signal from a
  1077. ``Character`` node to a ``Game`` node. When the ``Character`` node emits the
  1078. signal, the game node's ``_on_Character_health_depleted`` is called:
  1079. ::
  1080. # Game.gd
  1081. func _ready():
  1082. var character_node = get_node('Character')
  1083. character_node.connect("health_depleted", self, "_on_Character_health_depleted")
  1084. func _on_Character_health_depleted():
  1085. get_tree().reload_current_scene()
  1086. You can emit as many arguments as you want along with a signal.
  1087. Here is an example where this is useful. Let's say we want a life bar on screen
  1088. to react to health changes with an animation, but we want to keep the user
  1089. interface separate from the player in our scene tree.
  1090. In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
  1091. it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
  1092. a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
  1093. the :ref:`Object.connect() <class_Object_method_connect>` method:
  1094. ::
  1095. # Character.gd
  1096. ...
  1097. signal health_changed
  1098. func take_damage(amount):
  1099. var old_health = health
  1100. health -= amount
  1101. # We emit the health_changed signal every time the
  1102. # character takes damage
  1103. emit_signal("health_changed", old_health, health)
  1104. ...
  1105. ::
  1106. # Lifebar.gd
  1107. # Here, we define a function to use as a callback when the
  1108. # character's health_changed signal is emitted
  1109. ...
  1110. func _on_Character_health_changed(old_value, new_value):
  1111. if old_value > new_value:
  1112. progress_bar.modulate = Color.red
  1113. else:
  1114. progress_bar.modulate = Color.green
  1115. # Imagine that `animate` is a user-defined function that animates the
  1116. # bar filling up or emptying itself
  1117. progress_bar.animate(old_value, new_value)
  1118. ...
  1119. .. note::
  1120. To use signals, your class has to extend the ``Object`` class or any
  1121. type extending it like ``Node``, ``KinematicBody``, ``Control``...
  1122. In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
  1123. connect the character, that emits the signal, to the receiver, the ``Lifebar``
  1124. node in this case.
  1125. ::
  1126. # Game.gd
  1127. func _ready():
  1128. var character_node = get_node('Character')
  1129. var lifebar_node = get_node('UserInterface/Lifebar')
  1130. character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
  1131. This allows the ``Lifebar`` to react to health changes without coupling it to
  1132. the ``Character`` node.
  1133. you can write optional argument names in parentheses after the signal's
  1134. definition.
  1135. ::
  1136. # Defining a signal that forwards two arguments
  1137. signal health_changed(old_value, new_value)
  1138. These arguments show up in the editor's node dock, and Godot can use them to
  1139. generate callback functions for you. However, you can still emit any number of
  1140. arguments when you emit signals. So it's up to you to emit the correct values.
  1141. .. image:: img/gdscript_basics_signals_node_tab_1.png
  1142. GDScript can bind an array of values to connections between a signal and a method. When
  1143. the signal is emitted, the callback method receives the bound values. These bound
  1144. arguments are unique to each connection, and the values will stay the same.
  1145. You can use this array of values to add extra constant information to the
  1146. connection if the emitted signal itself doesn't give you access to all the data
  1147. that you need.
  1148. Building on the example above, let's say we want to display a log of the damage
  1149. taken by each character on the screen, like ``Player1 took 22 damage.``. The
  1150. ``health_changed`` signal doesn't give us the name of the character that took
  1151. damage. So when we connect the signal to the in-game console, we can add the
  1152. character's name in the binds array argument:
  1153. ::
  1154. # Game.gd
  1155. func _ready():
  1156. var character_node = get_node('Character')
  1157. var battle_log_node = get_node('UserInterface/BattleLog')
  1158. character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
  1159. Our ``BattleLog`` node receives each element in the binds array as an extra argument:
  1160. ::
  1161. # BattleLog.gd
  1162. func _on_Character_health_changed(old_value, new_value, character_name):
  1163. if not new_value <= old_value:
  1164. return
  1165. var damage = old_value - new_value
  1166. label.text += character_name + " took " + str(damage) + " damage."
  1167. Coroutines with yield
  1168. ~~~~~~~~~~~~~~~~~~~~~
  1169. GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
  1170. via the ``yield`` built-in function. Calling ``yield()`` will
  1171. immediately return from the current function, with the current frozen
  1172. state of the same function as the return value. Calling ``resume`` on
  1173. this resulting object will continue execution and return whatever the
  1174. function returns. Once resumed, the state object becomes invalid. Here is
  1175. an example:
  1176. ::
  1177. func my_func():
  1178. print("Hello")
  1179. yield()
  1180. print("world")
  1181. func _ready():
  1182. var y = my_func()
  1183. # Function state saved in 'y'.
  1184. print("my dear")
  1185. y.resume()
  1186. # 'y' resumed and is now an invalid state.
  1187. Will print:
  1188. ::
  1189. Hello
  1190. my dear
  1191. world
  1192. It is also possible to pass values between yield() and resume(), for
  1193. example:
  1194. ::
  1195. func my_func():
  1196. print("Hello")
  1197. print(yield())
  1198. return "cheers!"
  1199. func _ready():
  1200. var y = my_func()
  1201. # Function state saved in 'y'.
  1202. print(y.resume("world"))
  1203. # 'y' resumed and is now an invalid state.
  1204. Will print:
  1205. ::
  1206. Hello
  1207. world
  1208. cheers!
  1209. Coroutines & signals
  1210. ^^^^^^^^^^^^^^^^^^^^
  1211. The real strength of using ``yield`` is when combined with signals.
  1212. ``yield`` can accept two arguments, an object and a signal. When the
  1213. signal is received, execution will recommence. Here are some examples:
  1214. ::
  1215. # Resume execution the next frame.
  1216. yield(get_tree(), "idle_frame")
  1217. # Resume execution when animation is done playing.
  1218. yield(get_node("AnimationPlayer"), "finished")
  1219. # Wait 5 seconds, then resume execution.
  1220. yield(get_tree().create_timer(5.0), "timeout")
  1221. Coroutines themselves use the ``completed`` signal when they transition
  1222. into an invalid state, for example:
  1223. ::
  1224. func my_func():
  1225. yield(button_func(), "completed")
  1226. print("All buttons were pressed, hurray!")
  1227. func button_func():
  1228. yield($Button0, "pressed")
  1229. yield($Button1, "pressed")
  1230. ``my_func`` will only continue execution once both buttons have been pressed.
  1231. Onready keyword
  1232. ~~~~~~~~~~~~~~~
  1233. When using nodes, it's common to desire to keep references to parts
  1234. of the scene in a variable. As scenes are only warranted to be
  1235. configured when entering the active scene tree, the sub-nodes can only
  1236. be obtained when a call to Node._ready() is made.
  1237. ::
  1238. var my_label
  1239. func _ready():
  1240. my_label = get_node("MyLabel")
  1241. This can get a little cumbersome, especially when nodes and external
  1242. references pile up. For this, GDScript has the ``onready`` keyword, that
  1243. defers initialization of a member variable until _ready is called. It
  1244. can replace the above code with a single line:
  1245. ::
  1246. onready var my_label = get_node("MyLabel")
  1247. Assert keyword
  1248. ~~~~~~~~~~~~~~
  1249. The ``assert`` keyword can be used to check conditions in debug builds.
  1250. These assertions are ignored in non-debug builds.
  1251. ::
  1252. # Check that 'i' is 0.
  1253. assert(i == 0)