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- .. _doc_gdscript:
- GDScript reference
- ==================
- :ref:`GDScript<doc_gdscript>` is a high-level, `object-oriented
- <https://en.wikipedia.org/wiki/Object-oriented_programming>`_, `imperative
- <https://en.wikipedia.org/wiki/Imperative_programming>`_, and `gradually typed
- <https://en.wikipedia.org/wiki/Gradual_typing>`_ programming language built for Godot.
- It uses an indentation-based syntax similar to languages like
- `Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_.
- Its goal is to be optimized for and tightly integrated with Godot Engine,
- allowing great flexibility for content creation and integration.
- GDScript is entirely independent from Python and is not based on it.
- History
- -------
- .. note::
- Documentation about GDScript's history has been moved to the
- :ref:`Frequently Asked Questions <doc_faq_what_is_gdscript>`.
- Example of GDScript
- -------------------
- Some people can learn better by taking a look at the syntax, so
- here's an example of how GDScript looks.
- ::
- # Everything after "#" is a comment.
- # A file is a class!
- # (optional) icon to show in the editor dialogs:
- @icon("res://path/to/optional/icon.svg")
- # (optional) class definition:
- class_name MyClass
- # Inheritance:
- extends BaseClass
- # Member variables.
- var a = 5
- var s = "Hello"
- var arr = [1, 2, 3]
- var dict = {"key": "value", 2: 3}
- var other_dict = {key = "value", other_key = 2}
- 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)
- # Functions.
- func some_function(param1, param2, param3):
- const local_const = 5
- if param1 < local_const:
- print(param1)
- elif param2 > 5:
- print(param2)
- else:
- print("Fail!")
- for i in range(20):
- print(i)
- while param2 != 0:
- param2 -= 1
- match param3:
- 3:
- print("param3 is 3!")
- _:
- print("param3 is not 3!")
- var local_var = param1 + 3
- return local_var
- # Functions override functions with the same name on the base/super class.
- # If you still want to call them, use "super":
- func something(p1, p2):
- super(p1, p2)
- # It's also possible to call another function in the super class:
- func other_something(p1, p2):
- super.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`.
- 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``).
- Identifiers may also contain most Unicode characters part of
- `UAX#31 <https://www.unicode.org/reports/tr31/>`__. This allows you to use
- identifier names written in languages other than English. Unicode characters
- that are considered "confusable" for ASCII characters and emoji are not allowed
- in identifiers.
- 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_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | when | Used by `pattern guards <Pattern guards_>`_ in ``match`` statements. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | 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 an inner class. See `Inner classes`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | class_name | Defines the script as a globally accessible class with the specified name. See `Registering named classes`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | 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. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | in | Tests whether a value is within a string, array, range, dictionary, or node. When used with ``for``, it iterates through them instead of testing. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | as | Cast the value to a given type if possible. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | self | Refers to current class instance. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | super | Resolves the scope of the parent method. See `Inheritance`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | signal | Defines a signal. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | func | Defines a function. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | static | Defines a static function or a static member variable. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | const | Defines a constant. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | enum | Defines an enum. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | var | Defines a variable. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | breakpoint | Editor helper for debugger breakpoints. Unlike breakpoints created by clicking in the gutter, ``breakpoint`` is stored in the script itself. |
- | | This makes it persistent across different machines when using version control. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | preload | Preloads a class or variable. See `Classes as resources`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | await | Waits for a signal or a coroutine to finish. See `Awaiting signals or coroutines`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | yield | Previously used for coroutines. Kept as keyword for transition. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | void | Used to represent that a function does not return any value. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | PI | PI constant. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | TAU | TAU constant. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | INF | Infinity constant. Used for comparisons and as result of calculations. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- | NAN | NAN (not a number) constant. Used as impossible result from calculations. |
- +------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
- Operators
- ---------
- The following is the list of supported operators and their precedence. All binary operators are `left-associative <https://en.wikipedia.org/wiki/Operator_associativity>`_,
- including the ``**`` operator. This means that ``2 ** 2 ** 3`` is equal to ``(2 ** 2) ** 3``. Use parentheses to explicitly specify precedence you need, for
- example ``2 ** (2 ** 3)``. The ternary ``if/else`` operator is right-associative.
- +---------------------------------------+-----------------------------------------------------------------------------+
- | **Operator** | **Description** |
- +=======================================+=============================================================================+
- | ``(`` ``)`` | Grouping (highest priority) |
- | | |
- | | Parentheses are not really an operator, but allow you to explicitly specify |
- | | the precedence of an operation. |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x[index]`` | Subscription |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x.attribute`` | Attribute reference |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``foo()`` | Function call |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``await x`` | `Awaiting signals or coroutines`_ |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x is Node`` | Type checking |
- | | ``x is not Node`` | |
- | | See also :ref:`is_instance_of() <class_@GDScript_method_is_instance_of>` |
- | | function. |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x ** y`` | Power |
- | | |
- | | Multiplies ``x`` by itself ``y`` times, similar to calling |
- | | :ref:`pow() <class_@GlobalScope_method_pow>` function. |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``~x`` | Bitwise NOT |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``+x`` | Identity / Negation |
- | | ``-x`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x * y`` | Multiplication / Division / Remainder |
- | | ``x / y`` | |
- | | ``x % y`` | The ``%`` operator is additionally used for |
- | | :ref:`format strings <doc_gdscript_printf>`. |
- | | |
- | | **Note:** These operators have the same behavior as C++, which may be |
- | | unexpected for users coming from Python, JavaScript, etc. See a detailed |
- | | note after the table. |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x + y`` | Addition (or Concatenation) / Subtraction |
- | | ``x - y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x << y`` | Bit shifting |
- | | ``x >> y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x & y`` | Bitwise AND |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x ^ y`` | Bitwise XOR |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x | y`` | Bitwise OR |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x == y`` | Comparison |
- | | ``x != y`` | |
- | | ``x < y`` | See a detailed note after the table. |
- | | ``x > y`` | |
- | | ``x <= y`` | |
- | | ``x >= y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x in y`` | Inclusion checking |
- | | ``x not in y`` | |
- | | ``in`` is also used with the for_ keyword as part of the syntax. |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``not x`` | Boolean NOT and its :ref:`unrecommended <boolean_operators>` alias |
- | | ``!x`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x and y`` | Boolean AND and its :ref:`unrecommended <boolean_operators>` alias |
- | | ``x && y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x or y`` | Boolean OR and its :ref:`unrecommended <boolean_operators>` alias |
- | | ``x || y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``true_expr if cond else false_expr`` | Ternary if/else |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | ``x as Node`` | `Type casting <casting_>`_ |
- +---------------------------------------+-----------------------------------------------------------------------------+
- | | ``x = y`` | Assignment (lowest priority) |
- | | ``x += y`` | |
- | | ``x -= y`` | You cannot use an assignment operator inside an expression. |
- | | ``x *= y`` | |
- | | ``x /= y`` | |
- | | ``x **= y`` | |
- | | ``x %= y`` | |
- | | ``x &= y`` | |
- | | ``x |= y`` | |
- | | ``x ^= y`` | |
- | | ``x <<= y`` | |
- | | ``x >>= y`` | |
- +---------------------------------------+-----------------------------------------------------------------------------+
- .. note::
- The behavior of some operators may differ from what you expect:
- 1. If both operands of the ``/`` operator are :ref:`int <class_int>`, then integer division is performed instead of fractional. For example ``5 / 2 == 2``, not ``2.5``.
- If this is not desired, use at least one :ref:`float <class_float>` literal (``x / 2.0``), cast (``float(x) / y``), or multiply by ``1.0`` (``x * 1.0 / y``).
- 2. The ``%`` operator is only available for ints, for floats use the :ref:`fmod() <class_@GlobalScope_method_fmod>` function.
- 3. For negative values, the ``%`` operator and ``fmod()`` use `truncation <https://en.wikipedia.org/wiki/Truncation>`_ instead of rounding towards negative infinity.
- This means that the remainder has a sign. If you need the remainder in a mathematical sense, use the :ref:`posmod() <class_@GlobalScope_method_posmod>` and
- :ref:`fposmod() <class_@GlobalScope_method_fposmod>` functions instead.
- 4. The ``==`` and ``!=`` operators sometimes allow you to compare values of different types (for example, ``1 == 1.0`` is true), but in other cases it can cause
- a runtime error. If you're not sure about the types of the operands, you can safely use the :ref:`is_same() <class_@GlobalScope_method_is_same>` function
- (but note that it is more strict about types and references). To compare floats, use the :ref:`is_equal_approx() <class_@GlobalScope_method_is_equal_approx>`
- and :ref:`is_zero_approx() <class_@GlobalScope_method_is_zero_approx>` functions instead.
- Literals
- --------
- +---------------------------------+-------------------------------------------+
- | **Example(s)** | **Description** |
- +---------------------------------+-------------------------------------------+
- | ``null`` | Null value |
- +---------------------------------+-------------------------------------------+
- | ``false``, ``true`` | Boolean values |
- +---------------------------------+-------------------------------------------+
- | ``45`` | Base 10 integer |
- +---------------------------------+-------------------------------------------+
- | ``0x8f51`` | Base 16 (hexadecimal) integer |
- +---------------------------------+-------------------------------------------+
- | ``0b101010`` | Base 2 (binary) integer |
- +---------------------------------+-------------------------------------------+
- | ``3.14``, ``58.1e-10`` | Floating-point number (real) |
- +---------------------------------+-------------------------------------------+
- | ``"Hello"``, ``'Hi'`` | Regular strings |
- +---------------------------------+-------------------------------------------+
- | ``"""Hello"""``, ``'''Hi'''`` | Triple-quoted regular strings |
- +---------------------------------+-------------------------------------------+
- | ``r"Hello"``, ``r'Hi'`` | Raw strings |
- +---------------------------------+-------------------------------------------+
- | ``r"""Hello"""``, ``r'''Hi'''`` | Triple-quoted raw strings |
- +---------------------------------+-------------------------------------------+
- | ``&"name"`` | :ref:`StringName <class_StringName>` |
- +---------------------------------+-------------------------------------------+
- | ``^"Node/Label"`` | :ref:`NodePath <class_NodePath>` |
- +---------------------------------+-------------------------------------------+
- There are also two constructs that look like literals, but actually are not:
- +---------------------------------+-------------------------------------------+
- | **Example** | **Description** |
- +---------------------------------+-------------------------------------------+
- | ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
- +---------------------------------+-------------------------------------------+
- | ``%UniqueNode`` | Shorthand for ``get_node("%UniqueNode")`` |
- +---------------------------------+-------------------------------------------+
- Integers and floats can have their numbers separated with ``_`` to make them more readable.
- The following ways to write numbers are all valid::
- 12_345_678 # Equal to 12345678.
- 3.141_592_7 # Equal to 3.1415927.
- 0x8080_0000_ffff # Equal to 0x80800000ffff.
- 0b11_00_11_00 # Equal to 0b11001100.
- **Regular string literals** can contain the following escape sequences:
- +---------------------+---------------------------------+
- | **Escape sequence** | **Expands to** |
- +---------------------+---------------------------------+
- | ``\n`` | Newline (line feed) |
- +---------------------+---------------------------------+
- | ``\t`` | Horizontal tab character |
- +---------------------+---------------------------------+
- | ``\r`` | Carriage return |
- +---------------------+---------------------------------+
- | ``\a`` | Alert (beep/bell) |
- +---------------------+---------------------------------+
- | ``\b`` | Backspace |
- +---------------------+---------------------------------+
- | ``\f`` | Formfeed page break |
- +---------------------+---------------------------------+
- | ``\v`` | Vertical tab character |
- +---------------------+---------------------------------+
- | ``\"`` | Double quote |
- +---------------------+---------------------------------+
- | ``\'`` | Single quote |
- +---------------------+---------------------------------+
- | ``\\`` | Backslash |
- +---------------------+---------------------------------+
- | ``\uXXXX`` | UTF-16 Unicode codepoint |
- | | ``XXXX`` |
- | | (hexadecimal, case-insensitive) |
- +---------------------+---------------------------------+
- | ``\UXXXXXX`` | UTF-32 Unicode codepoint |
- | | ``XXXXXX`` |
- | | (hexadecimal, case-insensitive) |
- +---------------------+---------------------------------+
- There are two ways to represent an escaped Unicode character above ``0xFFFF``:
- - as a `UTF-16 surrogate pair <https://en.wikipedia.org/wiki/UTF-16#Code_points_from_U+010000_to_U+10FFFF>`_ ``\uXXXX\uXXXX``.
- - as a single UTF-32 codepoint ``\UXXXXXX``.
- Also, using ``\`` followed by a newline inside a string will allow you to continue it in the next line,
- without inserting a newline character in the string itself.
- A string enclosed in quotes of one type (for example ``"``) can contain quotes of another type
- (for example ``'``) without escaping. Triple-quoted strings allow you to avoid escaping up to
- two consecutive quotes of the same type (unless they are adjacent to the string edges).
- **Raw string literals** always encode the string as it appears in the source code.
- This is especially useful for regular expressions. A raw string literal doesn't process escape sequences,
- however it does recognize ``\\`` and ``\"`` (``\'``) and replaces them with themselves.
- Thus, a string can have a quote that matches the opening one, but only if it's preceded by a backslash.
- ::
- print("\tchar=\"\\t\"") # Prints ` char="\t"`.
- print(r"\tchar=\"\\t\"") # Prints `\tchar=\"\\t\"`.
- .. note::
- Some strings cannot be represented using raw string literals: you cannot have an odd number
- of backslashes at the end of a string or have an unescaped opening quote inside the string.
- However, in practice this doesn't matter since you can use a different quote type
- or use concatenation with a regular string literal.
- GDScript also supports :ref:`format strings <doc_gdscript_printf>`.
- Annotations
- -----------
- Annotations are special tokens in GDScript that act as modifiers to a script or
- its code and may affect how the script is treated by the Godot engine or
- editor.
- Every annotation starts with the ``@`` character and is specified by a name. A
- detailed description and example for each annotation can be found inside the
- :ref:`GDScript class reference <class_@GDScript>`.
- For instance, you can use it to export a value to the editor::
- @export_range(1, 100, 1, "or_greater")
- var ranged_var: int = 50
- For more information about exporting properties, read the :ref:`GDScript exports <doc_gdscript_exports>`
- article.
- Any constant expression compatible with the required argument type can be passed as an annotation argument value::
- const MAX_SPEED = 120.0
- @export_range(0.0, 0.5 * MAX_SPEED)
- var initial_speed: float = 0.25 * MAX_SPEED
- Annotations can be specified one per line or all in the same line. They affect
- the next statement that isn't an annotation. Annotations can have arguments sent
- between parentheses and separated by commas.
- Both of these are the same::
- @annotation_a
- @annotation_b
- var variable
- @annotation_a @annotation_b var variable
- .. _doc_gdscript_onready_annotation:
- ``@onready`` annotation
- ~~~~~~~~~~~~~~~~~~~~~~~
- 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`` annotation, 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")
- .. warning::
- Applying ``@onready`` and any ``@export`` annotation to the same variable
- doesn't work as you might expect. The ``@onready`` annotation will cause
- the default value to be set after the ``@export`` takes effect and will
- override it::
- @export var a = "init_value_a"
- @onready @export var b = "init_value_b"
- func _init():
- prints(a, b) # init_value_a <null>
- func _notification(what):
- if what == NOTIFICATION_SCENE_INSTANTIATED:
- prints(a, b) # exported_value_a exported_value_b
- func _ready():
- prints(a, b) # exported_value_a init_value_b
- Therefore, the ``ONREADY_WITH_EXPORT`` warning is generated, which is treated
- as an error by default. We do not recommend disabling or ignoring it.
- Comments
- --------
- Anything from a ``#`` to the end of the line is ignored and is
- considered a comment.
- ::
- # This is a comment.
- .. tip::
- In the Godot script editor, special keywords are highlighted within comments
- to bring the user's attention to specific comments:
- - **Critical** *(appears in red)*: ``ALERT``, ``ATTENTION``, ``CAUTION``,
- ``CRITICAL``, ``DANGER``, ``SECURITY``
- - **Warning** *(appears in yellow)*: ``BUG``, ``DEPRECATED``, ``FIXME``,
- ``HACK``, ``TASK``, ``TBD``, ``TODO``, ``WARNING``
- - **Notice** *(appears in green)*: ``INFO``, ``NOTE``, ``NOTICE``, ``TEST``,
- ``TESTING``
- These keywords are case-sensitive, so they must be written in uppercase for them
- to be recognized:
- ::
- # In the example below, "TODO" will appear in yellow by default.
- # The `:` symbol after the keyword is not required, but it's often used.
- # TODO: Add more items for the player to choose from.
- The list of highlighted keywords and their colors can be changed in the **Text
- Editor > Theme > Comment Markers** section of the Editor Settings.
- Use two hash symbols (``##``) instead of one (``#``) to add a *documentation
- comment*, which will appear in the script documentation and in the inspector
- description of an exported variable. Documentation comments must be placed
- directly *above* a documentable item (such as a member variable), or at the top
- of a file. Dedicated formatting options are also available. See
- :ref:`doc_gdscript_documentation_comments` for details.
- ::
- ## This comment will appear in the script documentation.
- var value
- ## This comment will appear in the inspector tooltip, and in the documentation.
- @export var exported_value
- Code regions
- ------------
- Code regions are special types of comments that the script editor understands as
- *foldable regions*. This means that after writing code region comments, you can
- collapse and expand the region by clicking the arrow that appears at the left of
- the comment. This arrow appears within a purple square to be distinguishable
- from standard code folding.
- The syntax is as follows:
- ::
- # Important: There must be *no* space between the `#` and `region` or `endregion`.
- # Region without a description:
- #region
- ...
- #endregion
- # Region with a description:
- #region Some description that is displayed even when collapsed
- ...
- #endregion
- .. tip::
- To create a code region quickly, select several lines in the script editor,
- right-click the selection then choose **Create Code Region**. The region
- description will be selected automatically for editing.
- It is possible to nest code regions within other code regions.
- Here's a concrete usage example of code regions:
- ::
- # This comment is outside the code region. It will be visible when collapsed.
- #region Terrain generation
- # This comment is inside the code region. It won't be visible when collapsed.
- func generate_lakes():
- pass
- func generate_hills():
- pass
- #endregion
- #region Terrain population
- func place_vegetation():
- pass
- func place_roads():
- pass
- #endregion
- This can be useful to organize large chunks of code into easier to understand
- sections. However, remember that external editors generally don't support this
- feature, so make sure your code is easy to follow even when not relying on
- folding code regions.
- .. note::
- Individual functions and indented sections (such as ``if`` and ``for``) can
- *always* be collapsed in the script editor. This means you should avoid
- using a code region to contain a single function or indented section, as it
- won't bring much of a benefit. Code regions work best when they're used to
- group multiple elements together.
- Line continuation
- -----------------
- A line of code in GDScript can be continued on the next line by using a backslash
- (``\``). Add one at the end of a line and the code on the next line will act like
- it's where the backslash is. Here is an example:
- ::
- var a = 1 + \
- 2
- A line can be continued multiple times like this:
- ::
- var a = 1 + \
- 4 + \
- 10 + \
- 4
- .. _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 exceptions are ``Object``, ``Array``, ``Dictionary``, and packed arrays
- (such as ``PackedByteArray``), which are passed by reference so they are shared.
- All arrays, ``Dictionary``, and some objects (``Node``, ``Resource``)
- have a ``duplicate()`` method that allows you to make a copy.
- 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.
- Only types that inherit from Object can have a ``null`` value
- (Object is therefore called a "nullable" type).
- :ref:`Variant types <doc_variant_class>` must have a valid value at all times,
- and therefore cannot have a ``null`` value.
- :ref:`bool <class_bool>`
- ^^^^^^^^^^^^^^^^^^^^^^^^
- Short for "boolean", it can only contain ``true`` or ``false``.
- :ref:`int <class_int>`
- ^^^^^^^^^^^^^^^^^^^^^^
- Short for "integer", it stores whole numbers (positive and negative).
- It is stored as a 64-bit value, equivalent to ``int64_t`` in C++.
- :ref:`float <class_float>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- Stores real numbers, including decimals, using floating-point values.
- It is stored as a 64-bit value, equivalent to ``double`` in C++.
- Note: Currently, data structures such as ``Vector2``, ``Vector3``, and
- ``PackedFloat32Array`` store 32-bit single-precision ``float`` values.
- :ref:`String <class_String>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
- :ref:`StringName <class_StringName>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- An immutable string that allows only one instance of each name. They are slower to
- create and may result in waiting for locks when multithreading. In exchange, they're
- very fast to compare, which makes them good candidates for dictionary keys.
- :ref:`NodePath <class_NodePath>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- A pre-parsed path to a node or a node property. It can be
- easily assigned to, and from, a String. They are useful to interact with
- the tree to get a node, or affecting properties like with :ref:`Tweens <class_Tween>`.
- Vector built-in types
- ~~~~~~~~~~~~~~~~~~~~~
- :ref:`Vector2 <class_Vector2>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 2D vector type containing ``x`` and ``y`` fields. Can also be
- accessed as an array.
- :ref:`Vector2i <class_Vector2i>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Same as a Vector2 but the components are integers. Useful for representing
- items in a 2D grid.
- :ref:`Rect2 <class_Rect2>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^
- 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
- Also 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:`Vector3i <class_Vector3i>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Same as Vector3 but the components are integers. Can be use for indexing items
- in a 3D grid.
- :ref:`Transform2D <class_Transform2D>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 3×2 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:`Quaternion <class_Quaternion>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 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``. Also 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:`Transform3D <class_Transform3D>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 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:`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``.
- Negative indices 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].
- Typed arrays
- ^^^^^^^^^^^^
- Godot 4.0 added support for typed arrays. On write operations, Godot checks that
- element values match the specified type, so the array cannot contain invalid values.
- The GDScript static analyzer takes typed arrays into account, however array methods like
- ``front()`` and ``back()`` still have the ``Variant`` return type.
- Typed arrays have the syntax ``Array[Type]``, where ``Type`` can be any ``Variant`` type,
- native or user class, or enum. Nested array types (like ``Array[Array[int]]``) are not supported.
- ::
- var a: Array[int]
- var b: Array[Node]
- var c: Array[MyClass]
- var d: Array[MyEnum]
- var e: Array[Variant]
- ``Array`` and ``Array[Variant]`` are the same thing.
- .. note::
- Arrays are passed by reference, so the array element type is also an attribute of the in-memory
- structure referenced by a variable in runtime. The static type of a variable restricts the structures
- that it can reference to. Therefore, you **cannot** assign an array with a different element type,
- even if the type is a subtype of the required type.
- If you want to *convert* a typed array, you can create a new array and use the
- :ref:`Array.assign() <class_Array_method_assign>` method::
- var a: Array[Node2D] = [Node2D.new()]
- # (OK) You can add the value to the array because `Node2D` extends `Node`.
- var b: Array[Node] = [a[0]]
- # (Error) You cannot assign an `Array[Node2D]` to an `Array[Node]` variable.
- b = a
- # (OK) But you can use the `assign()` method instead. Unlike the `=` operator,
- # the `assign()` method copies the contents of the array, not the reference.
- b.assign(a)
- The only exception was made for the ``Array`` (``Array[Variant]``) type, for user convenience
- and compatibility with old code. However, operations on untyped arrays are considered unsafe.
- Packed arrays
- ^^^^^^^^^^^^^
- PackedArrays are generally faster to iterate on and modify compared to a typed
- Array of the same type (e.g. PackedInt64Array versus Array[int]) and consume
- less memory. In the worst case, they are expected to be as fast as an untyped
- Array. Conversely, non-Packed Arrays (typed or not) have extra convenience
- methods such as :ref:`Array.map <class_Array_method_map>` that PackedArrays
- lack. Consult the :ref:`class reference <class_PackedFloat32Array>` for details
- on the methods available. Typed Arrays are generally faster to iterate on and
- modify than untyped Arrays.
- While all Arrays can cause memory fragmentation when they become large enough,
- if memory usage and performance (iteration and modification speed) is a concern
- and the type of data you're storing is compatible with one of the ``Packed``
- Array types, then using those may yield improvements. However, if you do not
- have such concerns (e.g. the size of your array does not reach the tens of
- thousands of elements) it is likely more helpful to use regular or typed
- Arrays, as they provide convenience methods that can make your code easier to
- write and maintain (and potentially faster if your data requires such
- operations a lot). If the data you will store is of a known type (including
- your own defined classes), prefer to use a typed Array as it may yield better
- performance in iteration and modification compared to an untyped Array.
- - :ref:`PackedByteArray <class_PackedByteArray>`: An array of bytes (integers from 0 to 255).
- - :ref:`PackedInt32Array <class_PackedInt32Array>`: An array of 32-bit integers.
- - :ref:`PackedInt64Array <class_PackedInt64Array>`: An array of 64-bit integers.
- - :ref:`PackedFloat32Array <class_PackedFloat32Array>`: An array of 32-bit floats.
- - :ref:`PackedFloat64Array <class_PackedFloat64Array>`: An array of 64-bit floats.
- - :ref:`PackedStringArray <class_PackedStringArray>`: An array of strings.
- - :ref:`PackedVector2Array <class_PackedVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` values.
- - :ref:`PackedVector3Array <class_PackedVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` values.
- - :ref:`PackedVector4Array <class_PackedVector4Array>`: An array of :ref:`Vector4 <class_Vector4>` values.
- - :ref:`PackedColorArray <class_PackedColorArray>`: An array of :ref:`Color <class_Color>` values.
- :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).
- However, keys written in this form can't start with a digit (like any GDScript
- identifier), and must be string literals.
- ::
- 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.
- var test = 4
- # Prints "hello" by indexing the dictionary with a dynamic key.
- # This is not the same as `d.test`. The bracket syntax equivalent to
- # `d.test` is `d["test"]`.
- print(d[test])
- .. note::
- The bracket syntax can be used to access properties of any
- :ref:`class_Object`, not just Dictionaries. Keep in mind it will cause a
- script error when attempting to index a non-existing property. To avoid
- this, use the :ref:`Object.get() <class_Object_method_get>` and
- :ref:`Object.set() <class_Object_method_set>` methods instead.
- :ref:`Signal <class_Signal>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- A signal is a message that can be emitted by an object to those who want to
- listen to it. The Signal type can be used for passing the emitter around.
- Signals are better used by getting them from actual objects, e.g. ``$Button.button_up``.
- :ref:`Callable <class_Callable>`
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Contains an object and a function, which is useful for passing functions as
- values (e.g. when connecting to signals).
- Getting a method as a member returns a callable. ``var x = $Sprite2D.rotate``
- will set the value of ``x`` to a callable with ``$Sprite2D`` as the object and
- ``rotate`` as the method.
- You can call it using the ``call`` method: ``x.call(PI)``.
- 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 direct order (see below).
- 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 = Sprite2D.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 := Sprite2D.new() # 'my_node' is of type 'Sprite2D'.
- 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, RefCounted, 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.
- - Autoloads registered as singletons.
- .. note::
- While ``Variant`` is a valid type specification, it's not an actual type. It
- only means there's no set type and is equivalent to not having a static type
- at all. Therefore, inference is not allowed by default for ``Variant``,
- since it's likely a mistake.
- You can turn off this check, or make it only a warning, by changing it in
- the project settings. See :ref:`doc_gdscript_warning_system` for details.
- Initialization order
- ~~~~~~~~~~~~~~~~~~~~
- Member variables are initialized in the following order:
- 1. Depending on the variable's static type, the variable is either ``null``
- (untyped variables and objects) or has a default value of the type
- (``0`` for ``int``, ``false`` for ``bool``, etc.).
- 2. The specified values are assigned in the order of the variables in the script,
- from top to bottom.
- - (Only for ``Node``-derived classes) If the ``@onready`` annotation is applied to a variable,
- its initialization is deferred to step 5.
- 3. If defined, the ``_init()`` method is called.
- 4. When instantiating scenes and resources, the exported values are assigned.
- 5. (Only for ``Node``-derived classes) ``@onready`` variables are initialized.
- 6. (Only for ``Node``-derived classes) If defined, the ``_ready()`` method is called.
- .. warning::
- You can specify a complex expression as a variable initializer, including function calls.
- Make sure the variables are initialized in the correct order, otherwise your values
- may be overwritten. For example::
- var a: int = proxy("a", 1)
- var b: int = proxy("b", 2)
- var _data: Dictionary = {}
- func proxy(key: String, value: int):
- _data[key] = value
- print(_data)
- return value
- func _init() -> void:
- print(_data)
- Will print::
- { "a": 1 }
- { "a": 1, "b": 2 }
- { }
- To fix this, move the ``_data`` variable definition above the ``a`` definition
- or remove the empty dictionary assignment (``= {}``).
- Static variables
- ~~~~~~~~~~~~~~~~
- A class member variable can be declared static::
- static var a
- Static variables belong to the class, not instances. This means that static variables
- share values between multiple instances, unlike regular member variables.
- From inside a class, you can access static variables from any function, both static and non-static.
- From outside the class, you can access static variables using the class or an instance
- (the second is not recommended as it is less readable).
- .. note::
- The ``@export`` and ``@onready`` annotations cannot be applied to a static variable.
- Local variables cannot be static.
- The following example defines a ``Person`` class with a static variable named ``max_id``.
- We increment the ``max_id`` in the ``_init()`` function. This makes it easy to keep track
- of the number of ``Person`` instances in our game.
- ::
- # person.gd
- class_name Person
- static var max_id = 0
- var id
- var name
- func _init(p_name):
- max_id += 1
- id = max_id
- name = p_name
- In this code, we create two instances of our ``Person`` class and check that the class
- and every instance have the same ``max_id`` value, because the variable is static and accessible to every instance.
- ::
- # test.gd
- extends Node
- func _ready():
- var person1 = Person.new("John Doe")
- var person2 = Person.new("Jane Doe")
- print(person1.id) # 1
- print(person2.id) # 2
- print(Person.max_id) # 2
- print(person1.max_id) # 2
- print(person2.max_id) # 2
- Static variables can have type hints, setters and getters::
- static var balance: int = 0
- static var debt: int:
- get:
- return -balance
- set(value):
- balance = -value
- A base class static variable can also be accessed via a child class::
- class A:
- static var x = 1
- class B extends A:
- pass
- func _ready():
- prints(A.x, B.x) # 1 1
- A.x = 2
- prints(A.x, B.x) # 2 2
- B.x = 3
- prints(A.x, B.x) # 3 3
- ``@static_unload`` annotation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Since GDScript classes are resources, having static variables in a script prevents it from being unloaded
- even if there are no more instances of that class and no other references left. This can be important
- if static variables store large amounts of data or hold references to other project resources, such as scenes.
- You should clean up this data manually, or use the :ref:`@static_unload <class_@GDScript_annotation_@static_unload>`
- annotation if static variables don't store important data and can be reset.
- .. warning::
- Currently, due to a bug, scripts are never freed, even if ``@static_unload`` annotation is used.
- Note that ``@static_unload`` applies to the entire script (including inner classes)
- and must be placed at the top of the script, before ``class_name`` and ``extends``::
- @static_unload
- class_name MyNode
- extends Node
- See also `Static functions`_ and `Static constructor`_.
- 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 = $Sprite2D as Node2D # Works since Sprite2D 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 as Node2D # 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
- the scene tree::
- # Will infer the variable to be of type Sprite2D.
- var my_sprite := $Character as Sprite2D
- # Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
- ($AnimPlayer as AnimationPlayer).play("walk")
- Constants
- ---------
- Constants are values you cannot change when the game is running.
- Their value must be known at compile-time. Using the
- ``const`` keyword allows you to give a constant value a name. Trying to assign a
- value to a constant after it's declared will give you an error.
- We recommend using constants whenever a value is not meant to change.
- ::
- 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 (`A` is a constant).
- 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.
- You can also create constants inside a function, which is useful to name local
- magic values.
- Enums
- ~~~~~
- Enums are basically a shorthand for constants, and are pretty useful if you
- want to assign consecutive integers to some constant.
- ::
- 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
- If you pass a name to the enum, it will put all the keys inside a constant
- :ref:`Dictionary <class_Dictionary>` of that name. This means all constant methods of
- a dictionary can also be used with a named enum.
- .. important:: Keys in a named enum are not registered
- as global constants. They should be accessed prefixed
- by the enum's name (``Name.KEY``).
- ::
- 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.
- func _ready():
- # Access values with Name.KEY, prints '5'
- print(State.STATE_JUMP)
- # Use dictionary methods:
- # prints '["STATE_IDLE", "STATE_JUMP", "STATE_SHOOT"]'
- print(State.keys())
- # prints '{ "STATE_IDLE": 0, "STATE_JUMP": 5, "STATE_SHOOT": 6 }'
- print(State)
- # prints '[0, 5, 6]'
- print(State.values())
- If not assigning a value to a key of an enum it will be assigned the previous value plus one,
- or ``0`` if it is the first entry in the enum. Multiple keys with the same value are allowed.
- 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``.
- If a function contains only one line of code, it can be written on one line::
- func square(a): return a * a
- func hello_world(): print("Hello World")
- func empty_function(): pass
- 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.
- ::
- func 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
- ~~~~~~~~~~~~~~~~~~~~~
- Functions are first-class values in terms of the :ref:`Callable <class_Callable>` object.
- Referencing a function by name without calling it will automatically generate the proper
- callable. This can be used to pass functions as arguments.
- ::
- func map(arr: Array, function: Callable) -> Array:
- var result = []
- for item in arr:
- result.push_back(function.call(item))
- return result
- func add1(value: int) -> int:
- return value + 1;
- func _ready() -> void:
- var my_array = [1, 2, 3]
- var plus_one = map(my_array, add1)
- print(plus_one) # Prints `[2, 3, 4]`.
- .. note::
- Callables **must** be called with the :ref:`call() <class_Callable_method_call>` method.
- You cannot use the ``()`` operator directly. This behavior is implemented to avoid
- performance issues on direct function calls.
- Lambda functions
- ~~~~~~~~~~~~~~~~
- Lambda functions allow you to declare functions that do not belong to a class. Instead, a
- :ref:`Callable <class_Callable>` object is created and assigned to a variable directly.
- This can be useful to create callables to pass around without polluting the class scope.
- ::
- var lambda = func (x):
- print(x)
- To call the created lambda you can use the :ref:`call() <class_Callable_method_call>` method::
- lambda.call(42) # Prints `42`.
- Lambda functions can be named for debugging purposes (the name is displayed in the Debugger)::
- var lambda = func my_lambda(x):
- print(x)
- You can specify type hints for lambda functions in the same way as for regular ones::
- var lambda := func (x: int) -> void:
- print(x)
- Note that if you want to return a value from a lambda function, an explicit ``return``
- is required (you can't omit ``return``)::
- var lambda = func (x): return x ** 2
- print(lambda.call(2)) # Prints `4`.
- Lambda functions capture the local environment::
- var x = 42
- var lambda = func ():
- print(x) # Prints `42`.
- lambda.call()
- .. warning::
- Local variables are captured by value once, when the lambda is created.
- So they won't be updated in the lambda if reassigned in the outer function::
- var x = 42
- var lambda = func (): print(x)
- lambda.call() # Prints `42`.
- x = "Hello"
- lambda.call() # Prints `42`.
- Also, a lambda cannot reassign an outer local variable. After exiting the lambda,
- the variable will be unchanged, because the lambda capture implicitly shadows it::
- var x = 42
- var lambda = func ():
- print(x) # Prints `42`.
- x = "Hello" # Produces the `CONFUSABLE_CAPTURE_REASSIGNMENT` warning.
- print(x) # Prints `Hello`.
- lambda.call()
- print(x) # Prints `42`.
- However, if you use pass-by-reference data types (arrays, dictionaries, and objects),
- then the content changes are shared until you reassign the variable::
- var a = []
- var lambda = func ():
- a.append(1)
- print(a) # Prints `[1]`.
- a = [2] # Produces the `CONFUSABLE_CAPTURE_REASSIGNMENT` warning.
- print(a) # Prints `[2]`.
- lambda.call()
- print(a) # Prints `[1]`.
- Static functions
- ~~~~~~~~~~~~~~~~
- A function can be declared static. When a function is static, it has no access to the instance member variables or ``self``.
- A static function has access to static variables. Also static functions are useful to make libraries of helper functions::
- static func sum2(a, b):
- return a + b
- Lambda functions cannot be declared static.
- See also `Static variables`_ and `Static constructor`_.
- 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.
- Expressions
- ~~~~~~~~~~~
- Expressions are sequences of operators and their operands in orderly fashion. An expression by itself can be a
- statement too, though only calls are reasonable to use as statements since other expressions don't have side effects.
- Expressions return values that can be assigned to valid targets. Operands to some operator can be another
- expression. An assignment is not an expression and thus does not return any value.
- Here are some examples of expressions::
- 2 + 2 # Binary operation.
- -5 # Unary operation.
- "okay" if x > 4 else "not okay" # Ternary operation.
- x # Identifier representing variable or constant.
- x.a # Attribute access.
- x[4] # Subscript access.
- x > 2 or x < 5 # Comparisons and logic operators.
- x == y + 2 # Equality test.
- do_something() # Function call.
- [1, 2, 3] # Array definition.
- {A = 1, B = 2} # Dictionary definition.
- preload("res://icon.png") # Preload builtin function.
- self # Reference to current instance.
- Identifiers, attributes, and subscripts are valid assignment targets. Other expressions cannot be on the left side of
- an assignment.
- 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
- Ternary-if expressions can be nested to handle more than 2 cases. When nesting
- ternary-if expressions, it is recommended to wrap the complete expression over
- multiple lines to preserve readability::
- var count = 0
- var fruit = (
- "apple" if count == 2
- else "pear" if count == 1
- else "banana" if count == 0
- else "orange"
- )
- print(fruit) # banana
- # Alternative syntax with backslashes instead of parentheses (for multi-line expressions).
- # Less lines required, but harder to refactor.
- var fruit_alt = \
- "apple" if count == 2 \
- else "pear" if count == 1 \
- else "banana" if count == 0 \
- else "orange"
- print(fruit_alt) # banana
- You may also wish to check if a value is contained within something. You can
- use an ``if`` statement combined with the ``in`` operator to accomplish this::
- # Check if a letter is in a string.
- var text = "abc"
- if 'b' in text: print("The string contains b")
- # Check if a variable is contained within a node.
- if "varName" in get_parent(): print("varName is defined in parent!")
- while
- ~~~~~
- Simple loops are created by using ``while`` syntax. Loops can be broken
- using ``break`` or continued using ``continue`` (which skips to the next
- iteration of the loop without executing any further code in the current iteration):
- ::
- 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 *key* 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 names = ["John", "Marta", "Samantha", "Jimmy"]
- for name: String in names: # Typed loop variable.
- print(name) # Prints name's content.
- var dict = {"a": 0, "b": 1, "c": 2}
- for i in dict:
- print(dict[i]) # Prints 0, then 1, then 2.
- 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 i in range(8, 2, -2):
- statement # Similar to [8, 6, 4] 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.
- for i in 3:
- statement # Similar to range(3).
- for i in 2.2:
- statement # Similar to range(ceil(2.2)).
- If you want to assign values on an array as it is being iterated through, it
- is best to use ``for i in array.size()``.
- ::
- for i in array.size():
- array[i] = "Hello World"
- The loop variable is local to the for-loop and assigning to it will not change
- the value on the array. Objects passed by reference (such as nodes) can still
- be manipulated by calling methods on the loop variable.
- ::
- for string in string_array:
- string = "Hello World" # This has no effect
- for node in node_array:
- node.add_to_group("Cool_Group") # This has an effect
- 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.
- .. warning::
- ``match`` is more type strict than the ``==`` operator. For example ``1`` will **not** match ``1.0``. The only exception is ``String`` vs ``StringName`` matching:
- for example, the String ``"hello"`` is considered equal to the StringName ``&"hello"``.
- Basic syntax
- ^^^^^^^^^^^^
- ::
- match <test value>:
- <pattern(s)>:
- <block>
- <pattern(s)> when <pattern guard>:
- <block>
- <...>
- Crash-course for people who are familiar with switch statements
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 1. Replace ``switch`` with ``match``.
- 2. Remove ``case``.
- 3. Remove any ``break``\ s.
- 4. Change ``default`` to a single underscore.
- Control flow
- ^^^^^^^^^^^^
- The patterns are matched from top to bottom.
- If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement.
- .. note::
- The special ``continue`` behavior in ``match`` supported in 3.x was removed in Godot 4.0.
- The following pattern types are available:
- - Literal pattern
- Matches a `literal <Literals_>`_::
- match x:
- 1:
- print("We are number one!")
- 2:
- print("Two are better than one!")
- "test":
- print("Oh snap! It's a string!")
- - Expression pattern
- Matches a constant expression, an identifier, or an attribute access (``A.B``)::
- match typeof(x):
- TYPE_FLOAT:
- 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 to be honest.")
- - 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")
- - Multiple patterns
- 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")
- Pattern guards
- ^^^^^^^^^^^^^^
- A *pattern guard* is an optional condition that follows the pattern list
- and allows you to make additional checks before choosing a ``match`` branch.
- Unlike a pattern, a pattern guard can be an arbitrary expression.
- Only one branch can be executed per ``match``. Once a branch is chosen, the rest are not checked.
- If you want to use the same pattern for multiple branches or to prevent choosing a branch with too general pattern,
- you can specify a pattern guard after the list of patterns with the ``when`` keyword::
- match point:
- [0, 0]:
- print("Origin")
- [_, 0]:
- print("Point on X-axis")
- [0, _]:
- print("Point on Y-axis")
- [var x, var y] when y == x:
- print("Point on line y = x")
- [var x, var y] when y == -x:
- print("Point on line y = -x")
- [var x, var y]:
- print("Point (%s, %s)" % [x, y])
- - If there is no matching pattern for the current branch, the pattern guard
- is **not** evaluated and the patterns of the next branch are checked.
- - If a matching pattern is found, the pattern guard is evaluated.
- - If it's true, then the body of the branch is executed and ``match`` ends.
- - If it's false, then the patterns of the next branch are checked.
- 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()
- .. _doc_gdscript_basics_class_name:
- Registering named classes
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- 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 optionally use
- the ``@icon`` annotation with 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
- @icon("res://interface/icons/item.png")
- class_name Item
- extends Node
- .. image:: img/class_name_editor_register_example.png
- .. tip::
- SVG images that are used as custom node icons should have the
- **Editor > Scale With Editor Scale** and **Editor > Convert Icons With Editor Theme**
- :ref:`import options <doc_importing_images_editor_import_options>` enabled. This allows
- icons to follow the editor's scale and theming settings if the icons are designed with
- the same color palette as Godot's own icons.
- 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)
- If you want to use ``extends`` too, you can keep both on the same line::
- class_name MyNode extends Node
- .. note::
- Godot initializes non-static 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.
- .. warning::
- The Godot editor will hide these custom classes with names that begin with the prefix
- "Editor" in the 'Create New Node' or 'Create New Scene' dialog windows. The classes
- are available for instantiation at runtime via their class names, but are
- automatically hidden by the editor windows along with the built-in editor nodes used
- by the Godot editor.
- 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
- .. note::
- If inheritance is not explicitly defined, the class will default to inheriting
- :ref:`class_RefCounted`.
- 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 *super class* (i.e. one ``extend``-ed in your current
- class), use the ``super`` keyword::
- super(args)
- This is especially useful because functions in extending classes replace
- functions with the same name in their super classes. If you still want to
- call them, you can use ``super``::
- func some_func(x):
- super(x) # Calls the same function on the super class.
- If you need to call a different function from the super class, you can specify
- the function name with the attribute operator::
- func overriding():
- return 0 # This overrides the method in the base class.
- func dont_override():
- return super.overriding() # This calls the method as defined in the base class.
- .. warning::
- One of the common misconceptions is trying to override *non-virtual* engine methods
- such as ``get_class()``, ``queue_free()``, etc. This is not supported for technical reasons.
- In Godot 3, you can *shadow* engine methods in GDScript, and it will work if you call this method in GDScript.
- However, the engine will **not** execute your code if the method is called inside the engine on some event.
- In Godot 4, even shadowing may not always work, as GDScript optimizes native method calls.
- Therefore, we added the ``NATIVE_METHOD_OVERRIDE`` warning, which is treated as an error by default.
- We strongly advise against disabling or ignoring the warning.
- Note that this does not apply to virtual methods such as ``_ready()``, ``_process()`` and others
- (marked with the ``virtual`` qualifier in the documentation and the names start with an underscore).
- These methods are specifically for customizing engine behavior and can be overridden in GDScript.
- Signals and notifications can also be useful for these purposes.
- Class constructor
- ~~~~~~~~~~~~~~~~~
- The class constructor, called on class instantiation, is named ``_init``. If you
- want to call the base class constructor, you can also use the ``super`` syntax.
- Note that every class has an implicit constructor that is always called
- (defining the default values of class variables). ``super`` is used to call the
- explicit constructor::
- func _init(arg):
- super("some_default", arg) # Call the custom base constructor.
- This is better explained through examples. Consider 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):
- super(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``) *must*
- 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. This brings us to the fact that you
- can pass expressions to the base constructor as well, not just variables, e.g.::
- # idle.gd
- func _init():
- super(5)
- Static constructor
- ~~~~~~~~~~~~~~~~~~
- A static constructor is a static function ``_static_init`` that is called automatically
- when the class is loaded, after the static variables have been initialized::
- static var my_static_var = 1
- static func _static_init():
- my_static_var = 2
- A static constructor cannot take arguments and must not return any value.
- .. _doc_gdscript_basics_inner_classes:
- 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()
- .. _doc_gdscript_classes_as_resources:
- Classes as resources
- ~~~~~~~~~~~~~~~~~~~~
- Classes stored as files are treated as :ref:`GDScripts <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 MyClass = 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()
- Exports
- -------
- .. note::
- Documentation about exports has been moved to :ref:`doc_gdscript_exports`.
- .. _doc_gdscript_basics_setters_getters:
- Properties (setters and getters)
- --------------------------------
- Sometimes, you want a class' member variable to do more than just hold data and actually perform
- some validation or computation whenever its value changes. It may also be desired to
- encapsulate its access in some way.
- For this, GDScript provides a special syntax to define properties using the ``set`` and ``get``
- keywords after a variable declaration. Then you can define a code block that will be executed
- when the variable is accessed or assigned.
- Example::
- var milliseconds: int = 0
- var seconds: int:
- get:
- return milliseconds / 1000
- set(value):
- milliseconds = value * 1000
- .. note::
- Unlike ``setget`` in previous Godot versions, ``set`` and ``get`` methods are **always** called (except as noted below),
- even when accessed inside the same class (with or without prefixing with ``self.``). This makes the behavior
- consistent. If you need direct access to the value, use another variable for direct access and make the property
- code use that name.
- Alternative syntax
- ~~~~~~~~~~~~~~~~~~
- Also there is another notation to use existing class functions if you want to split the code from the variable declaration
- or you need to reuse the code across multiple properties (but you can't distinguish which property the setter/getter is being called for)::
- var my_prop:
- get = get_my_prop, set = set_my_prop
- This can also be done in the same line::
- var my_prop: get = get_my_prop, set = set_my_prop
- The setter and getter must use the same notation, mixing styles for the same variable is not allowed.
- .. note::
- You cannot specify type hints for *inline* setters and getters. This is done on purpose to reduce the boilerplate.
- If the variable is typed, then the setter's argument is automatically of the same type, and the getter's return value must match it.
- Separated setter/getter functions can have type hints, and the type must match the variable's type or be a wider type.
- When setter/getter is not called
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- When a variable is initialized, the value of the initializer will be written directly to the variable.
- Including if the ``@onready`` annotation is applied to the variable.
- Using the variable's name to set it inside its own setter or to get it inside its own getter will directly access the underlying member,
- so it won't generate infinite recursion and saves you from explicitly declaring another variable::
- signal changed(new_value)
- var warns_when_changed = "some value":
- get:
- return warns_when_changed
- set(value):
- changed.emit(value)
- warns_when_changed = value
- This also applies to the alternative syntax::
- var my_prop: set = set_my_prop
- func set_my_prop(value):
- my_prop = value # No infinite recursion.
- .. warning::
- The exception does **not** propagate to other functions called in the setter/getter.
- For example, the following code **will** cause an infinite recursion::
- var my_prop:
- set(value):
- set_my_prop(value)
- func set_my_prop(value):
- my_prop = value # Infinite recursion, since `set_my_prop()` is not the setter.
- .. _doc_gdscript_tool_mode:
- Tool mode
- ---------
- By default, scripts 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`` annotation exists and must be
- placed at the top of the file::
- @tool
- extends Button
- func _ready():
- print("Hello")
- See :ref:`doc_running_code_in_the_editor` for more information.
- .. 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.
- .. _doc_gdscript_basics_memory_management:
- Memory management
- -----------------
- Godot implements reference counting to free certain instances that are no longer
- used, instead of a garbage collector, or requiring purely manual management.
- Any instance of the :ref:`class_RefCounted` class (or any class that inherits
- it, such as :ref:`class_Resource`) will be freed automatically when no longer
- in use. For an instance of any class that is not a :ref:`class_RefCounted`
- (such as :ref:`class_Node` or the base :ref:`class_Object` type), it will
- remain in memory until it is deleted with ``free()`` (or ``queue_free()``
- for Nodes).
- .. note::
- If a :ref:`class_Node` is deleted via ``free()`` or ``queue_free()``,
- all of its children will also recursively be deleted.
- To avoid reference cycles that can't be freed, a :ref:`class_WeakRef`
- function is provided for creating weak references, which allow access
- to the object without preventing a :ref:`class_RefCounted` from freeing.
- Here is an example:
- ::
- extends Node
- var my_file_ref
- func _ready():
- var f = FileAccess.open("user://example_file.json", FileAccess.READ)
- my_file_ref = weakref(f)
- # the FileAccess class inherits RefCounted, so it will be freed when not in use
- # the WeakRef will not prevent f from being freed when other_node is finished
- other_node.use_file(f)
- func _this_is_called_later():
- var my_file = my_file_ref.get_ref()
- if my_file:
- my_file.close()
- 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_RigidBody3D`.
- 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.health_depleted.connect(_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:`Signal.emit() <class_Signal_method_emit>`, and from
- a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
- the :ref:`Signal.connect() <class_Signal_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.
- health_changed.emit(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)
- ...
- 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.health_changed.connect(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; 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.health_changed.connect(battle_log_node._on_Character_health_changed.bind(character_node.name))
- Our ``BattleLog`` node receives each element in the binds array as an extra argument::
- # battle_log.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."
- Awaiting signals or coroutines
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The ``await`` keyword can be used to create `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
- which wait until a signal is emitted before continuing execution. Using the ``await`` keyword with a signal or a
- call to a function that is also a coroutine will immediately return the control to the caller. When the signal is
- emitted (or the called coroutine finishes), it will resume execution from the point on where it stopped.
- For example, to stop execution until the user presses a button, you can do something like this::
- func wait_confirmation():
- print("Prompting user")
- await $Button.button_up # Waits for the button_up signal from Button node.
- print("User confirmed")
- return true
- In this case, the ``wait_confirmation`` becomes a coroutine, which means that the caller also needs to await it::
- func request_confirmation():
- print("Will ask the user")
- var confirmed = await wait_confirmation()
- if confirmed:
- print("User confirmed")
- else:
- print("User cancelled")
- Note that requesting a coroutine's return value without ``await`` will trigger an error::
- func wrong():
- var confirmed = wait_confirmation() # Will give an error.
- However, if you don't depend on the result, you can just call it asynchronously, which won't stop execution and won't
- make the current function a coroutine::
- func okay():
- wait_confirmation()
- print("This will be printed immediately, before the user press the button.")
- If you use await with an expression that isn't a signal nor a coroutine, the value will be returned immediately and the
- function won't give the control back to the caller::
- func no_wait():
- var x = await get_five()
- print("This doesn't make this function a coroutine.")
- func get_five():
- return 5
- This also means that returning a signal from a function that isn't a coroutine will make the caller await that signal::
- func get_signal():
- return $Button.button_up
- func wait_button():
- await get_signal()
- print("Button was pressed")
- .. note:: Unlike ``yield`` in previous Godot versions, you cannot obtain the function state object.
- This is done to ensure type safety.
- With this type safety in place, a function cannot say that it returns an ``int`` while it actually returns a function state object
- during runtime.
- Assert keyword
- --------------
- The ``assert`` keyword can be used to check conditions in debug builds. These
- assertions are ignored in non-debug builds. This means that the expression
- passed as argument won't be evaluated in a project exported in release mode.
- Due to this, assertions must **not** contain expressions that have
- side effects. Otherwise, the behavior of the script would vary
- depending on whether the project is run in a debug build.
- ::
- # Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.
- assert(i == 0)
- When running a project from the editor, the project will be paused if an
- assertion error occurs.
- You can optionally pass a custom error message to be shown if the assertion
- fails::
- assert(enemy_power < 256, "Enemy is too powerful!")
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