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1736 lines
65 KiB
ReStructuredText
1736 lines
65 KiB
ReStructuredText
.. _doc_gdscript:
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GDScript basics
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===============
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Introduction
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------------
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*GDScript* is a high-level, dynamically typed programming language used to
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create content. It uses a syntax similar to
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`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
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(blocks are indent-based and many keywords are similar). Its goal is
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to be optimized for and tightly integrated with Godot Engine, allowing great
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flexibility for content creation and integration.
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History
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~~~~~~~
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.. note::
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Documentation about GDScript's history has been moved to the
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:ref:`Frequently Asked Questions <doc_faq_what_is_gdscript>`.
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Example of GDScript
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~~~~~~~~~~~~~~~~~~~
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Some people can learn better by taking a look at the syntax, so
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here's a simple example of how GDScript looks.
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::
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# A file is a class!
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# Inheritance
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extends BaseClass
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# (optional) class definition with a custom icon
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class_name MyClass, "res://path/to/optional/icon.svg"
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# Member variables
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var a = 5
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var s = "Hello"
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var arr = [1, 2, 3]
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var dict = {"key": "value", 2: 3}
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var typed_var: int
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var inferred_type := "String"
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# Constants
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const ANSWER = 42
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const THE_NAME = "Charly"
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# Enums
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enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
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enum Named {THING_1, THING_2, ANOTHER_THING = -1}
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# Built-in vector types
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var v2 = Vector2(1, 2)
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var v3 = Vector3(1, 2, 3)
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# Function
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func some_function(param1, param2):
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var local_var = 5
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if param1 < local_var:
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print(param1)
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elif param2 > 5:
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print(param2)
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else:
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print("Fail!")
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for i in range(20):
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print(i)
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while param2 != 0:
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param2 -= 1
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var local_var2 = param1 + 3
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return local_var2
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# Functions override functions with the same name on the base/parent class.
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# If you still want to call them, use '.' (like 'super' in other languages).
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func something(p1, p2):
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.something(p1, p2)
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# Inner class
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class Something:
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var a = 10
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# Constructor
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func _init():
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print("Constructed!")
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var lv = Something.new()
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print(lv.a)
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If you have previous experience with statically typed languages such as
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C, C++, or C# but never used a dynamically typed one before, it is advised you
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read this tutorial: :ref:`doc_gdscript_more_efficiently`.
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Language
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--------
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In the following, an overview is given to GDScript. Details, such as which
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methods are available to arrays or other objects, should be looked up in
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the linked class descriptions.
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Identifiers
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~~~~~~~~~~~
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Any string that restricts itself to alphabetic characters (``a`` to
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``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
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as an identifier. Additionally, identifiers must not begin with a digit.
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Identifiers are case-sensitive (``foo`` is different from ``FOO``).
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Keywords
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~~~~~~~~
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The following is the list of keywords supported by the language. Since
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keywords are reserved words (tokens), they can't be used as identifiers.
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Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
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as listed in the following sections are also reserved.
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Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
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in case you want to take a look under the hood.
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+------------+---------------------------------------------------------------------------------------------------------------+
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| Keyword | Description |
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+============+===============================================================================================================+
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| if | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| elif | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| else | See `if/else/elif`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| for | See for_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| while | See while_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| match | See match_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| break | Exits the execution of the current ``for`` or ``while`` loop. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| return | Returns a value from a function. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| class | Defines an inner class. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| class_name | Defines a class name and optional icon for your script. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| extends | Defines what class to extend with the current class. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| is | Tests whether a variable extends a given class, or is of a given built-in type. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| as | Cast the value to a given type if possible. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| self | Refers to current class instance. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| tool | Executes the script in the editor. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| signal | Defines a signal. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| func | Defines a function. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| static | Defines a static function. Static member variables are not allowed. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| const | Defines a constant. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| enum | Defines an enum. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| var | Defines a variable. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| setget | Defines setter and getter functions for a variable. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| breakpoint | Editor helper for debugger breakpoints. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| preload | Preloads a class or variable. See `Classes as resources`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| yield | Coroutine support. See `Coroutines with yield`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| puppet | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| remotesync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| mastersync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| puppetsync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| PI | PI constant. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| TAU | TAU constant. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| INF | Infinity constant. Used for comparisons. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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| NAN | NAN (not a number) constant. Used for comparisons. |
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+------------+---------------------------------------------------------------------------------------------------------------+
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Operators
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~~~~~~~~~
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The following is the list of supported operators and their precedence.
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+------------------------------------------------------------------------+-----------------------------------------+
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| **Operator** | **Description** |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``x[index]`` | Subscription (highest priority) |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``x.attribute`` | Attribute reference |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``foo()`` | Function call |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``is`` | Instance type checker |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``~`` | Bitwise NOT |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``-x`` | Negative / Unary negation |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
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| | |
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| | These operators have the same behavior |
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| | as C++. Integer division is truncated |
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| | rather than returning a fractional |
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| | number, and the % operator is only |
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| | available for ints ("fmod" for floats), |
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| | and is additionally used for Format |
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| | Strings |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``+`` | Addition / Concatenation of arrays |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``-`` | Subtraction |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``<<`` ``>>`` | Bit shifting |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``&`` | Bitwise AND |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``^`` | Bitwise XOR |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``|`` | Bitwise OR |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``in`` | Content test |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``!`` ``not`` | Boolean NOT |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``and`` ``&&`` | Boolean AND |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``or`` ``||`` | Boolean OR |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``if x else`` | Ternary if/else |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``as`` | Type casting |
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+------------------------------------------------------------------------+-----------------------------------------+
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| ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` ``<<=`` ``>>=`` | Assignment (lowest priority) |
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+------------------------------------------------------------------------+-----------------------------------------+
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Literals
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~~~~~~~~
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+--------------------------+----------------------------------------+
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| **Literal** | **Type** |
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+--------------------------+----------------------------------------+
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| ``45`` | Base 10 integer |
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+--------------------------+----------------------------------------+
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| ``0x8f51`` | Base 16 (hexadecimal) integer |
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+--------------------------+----------------------------------------+
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| ``0b101010`` | Base 2 (binary) integer |
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+--------------------------+----------------------------------------+
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| ``3.14``, ``58.1e-10`` | Floating-point number (real) |
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+--------------------------+----------------------------------------+
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| ``"Hello"``, ``"Hi"`` | Strings |
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+--------------------------+----------------------------------------+
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| ``"""Hello"""`` | Multiline string |
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+--------------------------+----------------------------------------+
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| ``@"Node/Label"`` | :ref:`class_NodePath` or StringName |
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+--------------------------+----------------------------------------+
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| ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
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+--------------------------+----------------------------------------+
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Integers and floats can have their numbers separated with ``_`` to make them more readable.
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The following ways to write numbers are all valid::
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12_345_678 # Equal to 12345678.
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3.141_592_7 # Equal to 3.1415927.
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0x8080_0000_ffff # Equal to 0x80800000ffff.
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0b11_00_11_00 # Equal to 0b11001100.
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Comments
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~~~~~~~~
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Anything from a ``#`` to the end of the line is ignored and is
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considered a comment.
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::
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# This is a comment.
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.. _doc_gdscript_builtin_types:
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Built-in types
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--------------
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Built-in types are stack-allocated. They are passed as values. This means a copy
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is created on each assignment or when passing them as arguments to functions.
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The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by
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reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still
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passed as values.)
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Basic built-in types
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~~~~~~~~~~~~~~~~~~~~
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A variable in GDScript can be assigned to several built-in types.
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null
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^^^^
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``null`` is an empty data type that contains no information and can not
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be assigned any other value.
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:ref:`bool <class_bool>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Short for "boolean", it can only contain ``true`` or ``false``.
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:ref:`int <class_int>`
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^^^^^^^^^^^^^^^^^^^^^^
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Short for "integer", it stores whole numbers (positive and negative).
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It is stored as a 64-bit value, equivalent to "int64_t" in C++.
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:ref:`float <class_float>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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Stores real numbers, including decimals, using floating-point values.
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It is stored as a 64-bit value, equivalent to "double" in C++.
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Note: Currently, data structures such as Vector2, Vector3, and
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PoolRealArray store 32-bit single-precision "float" values.
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:ref:`String <class_String>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
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Strings can contain the following escape sequences:
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+---------------------+---------------------------------+
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| **Escape sequence** | **Expands to** |
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+---------------------+---------------------------------+
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| ``\n`` | Newline (line feed) |
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+---------------------+---------------------------------+
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| ``\t`` | Horizontal tab character |
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+---------------------+---------------------------------+
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| ``\r`` | Carriage return |
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+---------------------+---------------------------------+
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| ``\a`` | Alert (beep/bell) |
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+---------------------+---------------------------------+
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| ``\b`` | Backspace |
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+---------------------+---------------------------------+
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| ``\f`` | Formfeed page break |
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+---------------------+---------------------------------+
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| ``\v`` | Vertical tab character |
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+---------------------+---------------------------------+
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| ``\"`` | Double quote |
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+---------------------+---------------------------------+
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| ``\'`` | Single quote |
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+---------------------+---------------------------------+
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| ``\\`` | Backslash |
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+---------------------+---------------------------------+
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| ``\uXXXX`` | Unicode codepoint ``XXXX`` |
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| | (hexadecimal, case-insensitive) |
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+---------------------+---------------------------------+
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GDScript also supports :ref:`doc_gdscript_printf`.
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Vector built-in types
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~~~~~~~~~~~~~~~~~~~~~
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:ref:`Vector2 <class_Vector2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D vector type containing ``x`` and ``y`` fields. Can also be
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accessed as an array.
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:ref:`Rect2 <class_Rect2>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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2D Rectangle type containing two vectors fields: ``position`` and ``size``.
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Also contains an ``end`` field which is ``position + size``.
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:ref:`Vector3 <class_Vector3>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
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be accessed as an array.
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:ref:`Transform2D <class_Transform2D>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3×2 matrix used for 2D transforms.
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:ref:`Plane <class_Plane>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Plane type in normalized form that contains a ``normal`` vector field
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and a ``d`` scalar distance.
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:ref:`Quat <class_Quat>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Quaternion is a datatype used for representing a 3D rotation. It's
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useful for interpolating rotations.
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:ref:`AABB <class_AABB>`
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^^^^^^^^^^^^^^^^^^^^^^^^
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Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
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and ``size``. Also contains an ``end`` field which is
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``position + size``.
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:ref:`Basis <class_Basis>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
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(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
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vectors.
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:ref:`Transform <class_Transform>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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3D Transform contains a Basis field ``basis`` and a Vector3 field
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``origin``.
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Engine built-in types
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~~~~~~~~~~~~~~~~~~~~~
|
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:ref:`Color <class_Color>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^
|
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Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
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also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
|
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:ref:`NodePath <class_NodePath>`
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
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Compiled path to a node used mainly in the scene system. It can be
|
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easily assigned to, and from, a String.
|
||
|
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:ref:`RID <class_RID>`
|
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^^^^^^^^^^^^^^^^^^^^^^
|
||
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Resource ID (RID). Servers use generic RIDs to reference opaque data.
|
||
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:ref:`Object <class_Object>`
|
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
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Base class for anything that is not a built-in type.
|
||
|
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Container built-in types
|
||
~~~~~~~~~~~~~~~~~~~~~~~~
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:ref:`Array <class_Array>`
|
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^^^^^^^^^^^^^^^^^^^^^^^^^^
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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``.
|
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Negative indices count from the end.
|
||
|
||
::
|
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||
var arr = []
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arr = [1, 2, 3]
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var b = arr[1] # This is 2.
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var c = arr[arr.size() - 1] # This is 3.
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var d = arr[-1] # Same as the previous line, but shorter.
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arr[0] = "Hi!" # Replacing value 1 with "Hi!".
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arr.append(4) # Array is now ["Hi!", 2, 3, 4].
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||
GDScript arrays are allocated linearly in memory for speed.
|
||
Large arrays (more than tens of thousands of elements) may however cause
|
||
memory fragmentation. If this is a concern, special types of
|
||
arrays are available. These only accept a single data type. They avoid memory
|
||
fragmentation and use less memory, but are atomic and tend to run slower than generic
|
||
arrays. They are therefore only recommended to use for large data sets:
|
||
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||
- :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
|
||
- :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
|
||
- :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
|
||
- :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
|
||
- :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
|
||
- :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
|
||
- :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
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||
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||
: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).
|
||
|
||
::
|
||
|
||
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.
|
||
|
||
Data
|
||
----
|
||
|
||
Variables
|
||
~~~~~~~~~
|
||
|
||
Variables can exist as class members or local to functions. They are
|
||
created with the ``var`` keyword and may, optionally, be assigned a
|
||
value upon initialization.
|
||
|
||
::
|
||
|
||
var a # Data type is 'null' by default.
|
||
var b = 5
|
||
var c = 3.8
|
||
var d = b + c # Variables are always initialized in order.
|
||
|
||
Variables can optionally have a type specification. When a type is specified,
|
||
the variable will be forced to have always that same type, and trying to assign
|
||
an incompatible value will raise an error.
|
||
|
||
Types are specified in the variable declaration using a ``:`` (colon) symbol
|
||
after the variable name, followed by the type.
|
||
|
||
::
|
||
|
||
var my_vector2: Vector2
|
||
var my_node: Node = Sprite.new()
|
||
|
||
If the variable is initialized within the declaration, the type can be inferred, so
|
||
it's possible to omit the type name::
|
||
|
||
var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'.
|
||
var my_node := Sprite.new() # 'my_node' is of type 'Sprite'.
|
||
|
||
Type inference is only possible if the assigned value has a defined type, otherwise
|
||
it will raise an error.
|
||
|
||
Valid types are:
|
||
|
||
- Built-in types (Array, Vector2, int, String, etc.).
|
||
- Engine classes (Node, Resource, Reference, etc.).
|
||
- Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
|
||
- Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope).
|
||
- Script classes declared with the ``class_name`` keyword.
|
||
|
||
Casting
|
||
^^^^^^^
|
||
|
||
Values assigned to typed variables must have a compatible type. If it's needed to
|
||
coerce a value to be of a certain type, in particular for object types, you can
|
||
use the casting operator ``as``.
|
||
|
||
Casting between object types results in the same object if the value is of the
|
||
same type or a subtype of the cast type.
|
||
|
||
::
|
||
|
||
var my_node2D: Node2D
|
||
my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D.
|
||
|
||
If the value is not a subtype, the casting operation will result in a ``null`` value.
|
||
|
||
::
|
||
|
||
var my_node2D: Node2D
|
||
my_node2D = $Button 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 Sprite.
|
||
var my_sprite := $Character as Sprite
|
||
|
||
# Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
|
||
($AnimPlayer as AnimationPlayer).play("walk")
|
||
|
||
Constants
|
||
~~~~~~~~~
|
||
|
||
Constants are 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.
|
||
|
||
.. note::
|
||
|
||
Since arrays and dictionaries are passed by reference, constants are "flat".
|
||
This means that if you declare a constant array or dictionary, it can still
|
||
be modified afterwards. They can't be reassigned with another value though.
|
||
|
||
Enums
|
||
^^^^^
|
||
|
||
Enums are basically a shorthand for constants, and are pretty useful if you
|
||
want to assign consecutive integers to some constant.
|
||
|
||
If you pass a name to the enum, it will put all the keys inside a constant
|
||
dictionary of that name.
|
||
|
||
.. important:: In Godot 3.1 and later, keys in a named enum are not registered
|
||
as global constants. They should be accessed prefixed by the
|
||
enum's name (``Name.KEY``); see an example below.
|
||
|
||
::
|
||
|
||
enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
|
||
# Is the same as:
|
||
const TILE_BRICK = 0
|
||
const TILE_FLOOR = 1
|
||
const TILE_SPIKE = 2
|
||
const TILE_TELEPORT = 3
|
||
|
||
enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
|
||
# Is the same as:
|
||
const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
|
||
# Access values with State.STATE_IDLE, etc.
|
||
|
||
|
||
Functions
|
||
~~~~~~~~~
|
||
|
||
Functions always belong to a `class <Classes_>`_. The scope priority for
|
||
variable look-up is: local → class member → global. The ``self`` variable is
|
||
always available and is provided as an option for accessing class members, but
|
||
is not always required (and should *not* be sent as the function's first
|
||
argument, unlike Python).
|
||
|
||
::
|
||
|
||
func my_function(a, b):
|
||
print(a)
|
||
print(b)
|
||
return a + b # Return is optional; without it 'null' is returned.
|
||
|
||
A function can ``return`` at any point. The default return value is ``null``.
|
||
|
||
Functions can also have type specification for the arguments and for the return
|
||
value. Types for arguments can be added in a similar way to variables::
|
||
|
||
func my_function(a: int, b: String):
|
||
pass
|
||
|
||
If a function argument has a default value, it's possible to infer the type::
|
||
|
||
func my_function(int_arg := 42, String_arg := "string"):
|
||
pass
|
||
|
||
The return type of the function can be specified after the arguments list using
|
||
the arrow token (``->``)::
|
||
|
||
func my_int_function() -> int:
|
||
return 0
|
||
|
||
Functions that have a return type **must** return a proper value. Setting the
|
||
type as ``void`` means the function doesn't return anything. Void functions can
|
||
return early with the ``return`` keyword, but they can't return any value.
|
||
|
||
::
|
||
|
||
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
|
||
^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Contrary to Python, functions are *not* first-class objects in GDScript. This
|
||
means they cannot be stored in variables, passed as an argument to another
|
||
function or be returned from other functions. This is for performance reasons.
|
||
|
||
To reference a function by name at run-time, (e.g. to store it in a variable, or
|
||
pass it to another function as an argument) one must use the ``call`` or
|
||
``funcref`` helpers::
|
||
|
||
# Call a function by name in one step.
|
||
my_node.call("my_function", args)
|
||
|
||
# Store a function reference.
|
||
var my_func = funcref(my_node, "my_function")
|
||
# Call stored function reference.
|
||
my_func.call_func(args)
|
||
|
||
|
||
Static functions
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
A function can be declared static. When a function is static, it has no
|
||
access to the instance member variables or ``self``. This is mainly
|
||
useful to make libraries of helper functions::
|
||
|
||
static func sum2(a, b):
|
||
return a + b
|
||
|
||
|
||
Statements and control flow
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
Statements are standard and can be assignments, function calls, control
|
||
flow structures, etc (see below). ``;`` as a statement separator is
|
||
entirely optional.
|
||
|
||
if/else/elif
|
||
^^^^^^^^^^^^
|
||
|
||
Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
|
||
Parenthesis around conditions are allowed, but not required. Given the
|
||
nature of the tab-based indentation, ``elif`` can be used instead of
|
||
``else``/``if`` to maintain a level of indentation.
|
||
|
||
::
|
||
|
||
if [expression]:
|
||
statement(s)
|
||
elif [expression]:
|
||
statement(s)
|
||
else:
|
||
statement(s)
|
||
|
||
Short statements can be written on the same line as the condition::
|
||
|
||
if 1 + 1 == 2: return 2 + 2
|
||
else:
|
||
var x = 3 + 3
|
||
return x
|
||
|
||
Sometimes, you might want to assign a different initial value based on a
|
||
boolean expression. In this case, ternary-if expressions come in handy::
|
||
|
||
var x = [value] if [expression] else [value]
|
||
y += 3 if y < 10 else -1
|
||
|
||
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
|
||
|
||
while
|
||
^^^^^
|
||
|
||
Simple loops are created by using ``while`` syntax. Loops can be broken
|
||
using ``break`` or continued using ``continue``:
|
||
|
||
::
|
||
|
||
while [expression]:
|
||
statement(s)
|
||
|
||
for
|
||
^^^
|
||
|
||
To iterate through a range, such as an array or table, a *for* loop is
|
||
used. When iterating over an array, the current array element is stored in
|
||
the loop variable. When iterating over a dictionary, the *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 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 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))
|
||
|
||
match
|
||
^^^^^
|
||
|
||
A ``match`` statement is used to branch execution of a program.
|
||
It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
|
||
|
||
Basic syntax::
|
||
|
||
match [expression]:
|
||
[pattern](s):
|
||
[block]
|
||
[pattern](s):
|
||
[block]
|
||
[pattern](s):
|
||
[block]
|
||
|
||
|
||
**Crash-course for people who are familiar with switch statements**:
|
||
|
||
1. Replace ``switch`` with ``match``.
|
||
2. Remove ``case``.
|
||
3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
|
||
4. Change ``default`` to a single underscore.
|
||
|
||
|
||
**Control flow**:
|
||
|
||
The patterns are matched from top to bottom.
|
||
If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement.
|
||
You can use ``continue`` to stop execution in the current block and check for an additional match in the patterns below it.
|
||
|
||
There are 6 pattern types:
|
||
|
||
- Constant pattern
|
||
Constant primitives, like numbers and strings::
|
||
|
||
match x:
|
||
1:
|
||
print("We are number one!")
|
||
2:
|
||
print("Two are better than one!")
|
||
"test":
|
||
print("Oh snap! It's a string!")
|
||
|
||
|
||
- Variable pattern
|
||
Matches the contents of a variable/enum::
|
||
|
||
match typeof(x):
|
||
TYPE_REAL:
|
||
print("float")
|
||
TYPE_STRING:
|
||
print("text")
|
||
TYPE_ARRAY:
|
||
print("array")
|
||
|
||
|
||
- Wildcard pattern
|
||
This pattern matches everything. It's written as a single underscore.
|
||
|
||
It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::
|
||
|
||
match x:
|
||
1:
|
||
print("It's one!")
|
||
2:
|
||
print("It's one times two!")
|
||
_:
|
||
print("It's not 1 or 2. I don't care 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")
|
||
|
||
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 add
|
||
a comma followed by a path to an image, to use it as an icon. Your
|
||
class will then appear with its new icon in the editor::
|
||
|
||
# Item.gd
|
||
|
||
extends Node
|
||
class_name Item, "res://interface/icons/item.png"
|
||
|
||
.. image:: img/class_name_editor_register_example.png
|
||
|
||
.. warning::
|
||
|
||
If the script is located in the ``res://addons/`` directory, ``class_name``
|
||
will only cause the node to show up in the **Create New Node** dialog if
|
||
the script is part of an *enabled* editor plugin. See :ref:`doc_making_plugins`
|
||
for more information.
|
||
|
||
Here's a class file example:
|
||
|
||
::
|
||
|
||
# Saved as a file named 'character.gd'.
|
||
|
||
class_name Character
|
||
|
||
|
||
var health = 5
|
||
|
||
|
||
func print_health():
|
||
print(health)
|
||
|
||
|
||
func print_this_script_three_times():
|
||
print(get_script())
|
||
print(ResourceLoader.load("res://character.gd"))
|
||
print(Character)
|
||
|
||
|
||
.. note:: Godot's class syntax is compact: it can only contain member variables or
|
||
functions. You can use static functions, but not static member variables. In the
|
||
same way, the engine initializes variables every time you create an instance,
|
||
and this includes arrays and dictionaries. This is in the spirit of thread
|
||
safety, since scripts can be initialized in separate threads without the user
|
||
knowing.
|
||
|
||
Inheritance
|
||
^^^^^^^^^^^
|
||
|
||
A class (stored as a file) can inherit from:
|
||
|
||
- A global class.
|
||
- Another class file.
|
||
- An inner class inside another class file.
|
||
|
||
Multiple inheritance is not allowed.
|
||
|
||
Inheritance uses the ``extends`` keyword::
|
||
|
||
# Inherit/extend a globally available class.
|
||
extends SomeClass
|
||
|
||
# Inherit/extend a named class file.
|
||
extends "somefile.gd"
|
||
|
||
# Inherit/extend an inner class in another file.
|
||
extends "somefile.gd".SomeInnerClass
|
||
|
||
|
||
To check if a given instance inherits from a given class,
|
||
the ``is`` keyword can be used::
|
||
|
||
# Cache the enemy class.
|
||
const Enemy = preload("enemy.gd")
|
||
|
||
# [...]
|
||
|
||
# Use 'is' to check inheritance.
|
||
if entity is Enemy:
|
||
entity.apply_damage()
|
||
|
||
To call a function in a *parent class* (i.e. one ``extend``-ed in your current
|
||
class), prepend ``.`` to the function name::
|
||
|
||
.base_func(args)
|
||
|
||
This is especially useful because functions in extending classes replace
|
||
functions with the same name in their parent classes. If you still want to
|
||
call them, you can prefix them with ``.`` (like the ``super`` keyword
|
||
in other languages)::
|
||
|
||
func some_func(x):
|
||
.some_func(x) # Calls the same function on the parent class.
|
||
|
||
.. note:: Default functions like ``_init``, and most notifications such as
|
||
``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``,
|
||
etc. are called in all parent classes automatically.
|
||
There is no need to call them explicitly when overloading them.
|
||
|
||
|
||
Class constructor
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
The class constructor, called on class instantiation, is named ``_init``. As
|
||
mentioned earlier, the constructors of parent classes are called automatically
|
||
when inheriting a class. So, there is usually no need to call ``._init()``
|
||
explicitly.
|
||
|
||
Unlike the call of a regular function, like in the above example with
|
||
``.some_func``, if the constructor from the inherited class takes arguments,
|
||
they are passed like this::
|
||
|
||
func _init(args).(parent_args):
|
||
pass
|
||
|
||
This is better explained through examples. 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).(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 parent 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`` parent class, even if it does nothing. This brings us to the fact that you
|
||
can pass literals in the base constructor as well, not just variables, e.g.::
|
||
|
||
# Idle.gd
|
||
|
||
func _init().(5):
|
||
pass
|
||
|
||
Inner classes
|
||
^^^^^^^^^^^^^
|
||
|
||
A class file can contain inner classes. Inner classes are defined using the
|
||
``class`` keyword. They are instanced using the ``ClassName.new()``
|
||
function.
|
||
|
||
::
|
||
|
||
# Inside a class file.
|
||
|
||
# An inner class in this class file.
|
||
class SomeInnerClass:
|
||
var a = 5
|
||
|
||
|
||
func print_value_of_a():
|
||
print(a)
|
||
|
||
|
||
# This is the constructor of the class file's main class.
|
||
func _init():
|
||
var c = SomeInnerClass.new()
|
||
c.print_value_of_a()
|
||
|
||
.. _doc_gdscript_classes_as_resources:
|
||
|
||
Classes as resources
|
||
^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
|
||
must be loaded from disk to access them in other classes. This is done using
|
||
either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
|
||
class resource is done by calling the ``new`` function on the class object::
|
||
|
||
# Load the class resource when calling load().
|
||
var 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`.
|
||
|
||
Setters/getters
|
||
~~~~~~~~~~~~~~~
|
||
|
||
It is often useful to know when a class' member variable changes for
|
||
whatever reason. It may also be desired to encapsulate its access in some way.
|
||
|
||
For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
|
||
It is used directly after a variable definition:
|
||
|
||
::
|
||
|
||
var variable = value setget setterfunc, getterfunc
|
||
|
||
Whenever the value of ``variable`` is modified by an *external* source
|
||
(i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
|
||
will be called. This happens *before* the value is changed. The *setter* must decide what to do
|
||
with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
|
||
(``getterfunc`` above) must ``return`` the desired value. Below is an example::
|
||
|
||
var my_var setget my_var_set, my_var_get
|
||
|
||
|
||
func my_var_set(new_value):
|
||
my_var = new_value
|
||
|
||
|
||
func my_var_get():
|
||
return my_var # Getter must return a value.
|
||
|
||
Either of the *setter* or *getter* functions can be omitted::
|
||
|
||
# Only a setter.
|
||
var my_var = 5 setget my_var_set
|
||
# Only a getter (note the comma).
|
||
var my_var = 5 setget ,my_var_get
|
||
|
||
Setters and getters are useful when :ref:`exporting variables <doc_gdscript_exports>`
|
||
to the editor in tool scripts or plugins, for validating input.
|
||
|
||
As said, *local* access will *not* trigger the setter and getter. Here is an
|
||
illustration of this:
|
||
|
||
::
|
||
|
||
func _init():
|
||
# Does not trigger setter/getter.
|
||
my_integer = 5
|
||
print(my_integer)
|
||
|
||
# Does trigger setter/getter.
|
||
self.my_integer = 5
|
||
print(self.my_integer)
|
||
|
||
.. _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`` keyword 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
|
||
~~~~~~~~~~~~~~~~~
|
||
|
||
If a class inherits from :ref:`class_Reference`, then instances will be
|
||
freed when no longer in use. No garbage collector exists, just
|
||
reference counting. By default, all classes that don't define
|
||
inheritance extend **Reference**. If this is not desired, then a class
|
||
must inherit :ref:`class_Object` manually and must call ``instance.free()``. To
|
||
avoid reference cycles that can't be freed, a :ref:`class_WeakRef` function is
|
||
provided for creating weak references. Here is an example:
|
||
|
||
::
|
||
|
||
extends Node
|
||
|
||
var my_node_ref
|
||
|
||
func _ready():
|
||
my_node_ref = weakref(get_node("MyNode"))
|
||
|
||
func _this_is_called_later():
|
||
var my_node = my_node_ref.get_ref()
|
||
if my_node:
|
||
my_node.do_something()
|
||
|
||
Alternatively, when not using references, the
|
||
``is_instance_valid(instance)`` can be used to check if an object has been
|
||
freed.
|
||
|
||
.. _doc_gdscript_signals:
|
||
|
||
Signals
|
||
~~~~~~~
|
||
|
||
Signals are a tool to emit messages from an object that other objects can react
|
||
to. To create custom signals for a class, use the ``signal`` keyword.
|
||
|
||
::
|
||
|
||
extends Node
|
||
|
||
|
||
# A signal named health_depleted.
|
||
signal health_depleted
|
||
|
||
.. note::
|
||
|
||
Signals are a `Callback
|
||
<https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
|
||
mechanism. They also fill the role of Observers, a common programming
|
||
pattern. For more information, read the `Observer tutorial
|
||
<https://gameprogrammingpatterns.com/observer.html>`_ in the
|
||
Game Programming Patterns ebook.
|
||
|
||
You can connect these signals to methods the same way you connect built-in
|
||
signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
|
||
|
||
In the example below, we connect the ``health_depleted`` signal from a
|
||
``Character`` node to a ``Game`` node. When the ``Character`` node emits the
|
||
signal, the game node's ``_on_Character_health_depleted`` is called::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
character_node.connect("health_depleted", self, "_on_Character_health_depleted")
|
||
|
||
|
||
func _on_Character_health_depleted():
|
||
get_tree().reload_current_scene()
|
||
|
||
You can emit as many arguments as you want along with a signal.
|
||
|
||
Here is an example where this is useful. Let's say we want a life bar on screen
|
||
to react to health changes with an animation, but we want to keep the user
|
||
interface separate from the player in our scene tree.
|
||
|
||
In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
|
||
it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
|
||
a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
|
||
the :ref:`Object.connect() <class_Object_method_connect>` method::
|
||
|
||
# Character.gd
|
||
|
||
...
|
||
signal health_changed
|
||
|
||
|
||
func take_damage(amount):
|
||
var old_health = health
|
||
health -= amount
|
||
|
||
# We emit the health_changed signal every time the
|
||
# character takes damage.
|
||
emit_signal("health_changed", old_health, health)
|
||
...
|
||
|
||
::
|
||
|
||
# Lifebar.gd
|
||
|
||
# Here, we define a function to use as a callback when the
|
||
# character's health_changed signal is emitted.
|
||
|
||
...
|
||
func _on_Character_health_changed(old_value, new_value):
|
||
if old_value > new_value:
|
||
progress_bar.modulate = Color.red
|
||
else:
|
||
progress_bar.modulate = Color.green
|
||
|
||
# Imagine that `animate` is a user-defined function that animates the
|
||
# bar filling up or emptying itself.
|
||
progress_bar.animate(old_value, new_value)
|
||
...
|
||
|
||
.. note::
|
||
|
||
To use signals, your class has to extend the ``Object`` class or any
|
||
type extending it like ``Node``, ``KinematicBody``, ``Control``...
|
||
|
||
In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
|
||
connect the character, that emits the signal, to the receiver, the ``Lifebar``
|
||
node in this case.
|
||
|
||
::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
var lifebar_node = get_node('UserInterface/Lifebar')
|
||
|
||
character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
|
||
|
||
This allows the ``Lifebar`` to react to health changes without coupling it to
|
||
the ``Character`` node.
|
||
|
||
You can write optional argument names in parentheses after the signal's
|
||
definition::
|
||
|
||
# Defining a signal that forwards two arguments.
|
||
signal health_changed(old_value, new_value)
|
||
|
||
These arguments show up in the editor's node dock, and Godot can use them to
|
||
generate callback functions for you. However, you can still emit any number of
|
||
arguments when you emit signals; it's up to you to emit the correct values.
|
||
|
||
.. image:: img/gdscript_basics_signals_node_tab_1.png
|
||
|
||
GDScript can bind an array of values to connections between a signal
|
||
and a method. When the signal is emitted, the callback method receives
|
||
the bound values. These bound arguments are unique to each connection,
|
||
and the values will stay the same.
|
||
|
||
You can use this array of values to add extra constant information to the
|
||
connection if the emitted signal itself doesn't give you access to all the data
|
||
that you need.
|
||
|
||
Building on the example above, let's say we want to display a log of the damage
|
||
taken by each character on the screen, like ``Player1 took 22 damage.``. The
|
||
``health_changed`` signal doesn't give us the name of the character that took
|
||
damage. So when we connect the signal to the in-game console, we can add the
|
||
character's name in the binds array argument::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
var battle_log_node = get_node('UserInterface/BattleLog')
|
||
|
||
character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
|
||
|
||
Our ``BattleLog`` node receives each element in the binds array as an extra argument::
|
||
|
||
# BattleLog.gd
|
||
|
||
func _on_Character_health_changed(old_value, new_value, character_name):
|
||
if not new_value <= old_value:
|
||
return
|
||
|
||
var damage = old_value - new_value
|
||
label.text += character_name + " took " + str(damage) + " damage."
|
||
|
||
|
||
Coroutines with yield
|
||
~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
|
||
via the :ref:`yield<class_@GDScript_method_yield>` built-in function. Calling ``yield()`` will
|
||
immediately return from the current function, with the current frozen
|
||
state of the same function as the return value. Calling ``resume()`` on
|
||
this resulting object will continue execution and return whatever the
|
||
function returns. Once resumed, the state object becomes invalid. Here is
|
||
an example::
|
||
|
||
func my_func():
|
||
print("Hello")
|
||
yield()
|
||
print("world")
|
||
|
||
|
||
func _ready():
|
||
var y = my_func()
|
||
# Function state saved in 'y'.
|
||
print("my dear")
|
||
y.resume()
|
||
# 'y' resumed and is now an invalid state.
|
||
|
||
Will print::
|
||
|
||
Hello
|
||
my dear
|
||
world
|
||
|
||
It is also possible to pass values between ``yield()`` and ``resume()``,
|
||
for example::
|
||
|
||
func my_func():
|
||
print("Hello")
|
||
print(yield())
|
||
return "cheers!"
|
||
|
||
|
||
func _ready():
|
||
var y = my_func()
|
||
# Function state saved in 'y'.
|
||
print(y.resume("world"))
|
||
# 'y' resumed and is now an invalid state.
|
||
|
||
Will print::
|
||
|
||
Hello
|
||
world
|
||
cheers!
|
||
|
||
Remember to save the new function state, when using multiple ``yield``\s::
|
||
|
||
func co_func():
|
||
for i in range(1, 5):
|
||
print("Turn %d" % i)
|
||
yield();
|
||
|
||
|
||
func _ready():
|
||
var co = co_func();
|
||
while co is GDScriptFunctionState && co.is_valid():
|
||
co = co.resume();
|
||
|
||
|
||
Coroutines & signals
|
||
^^^^^^^^^^^^^^^^^^^^
|
||
|
||
The real strength of using ``yield`` is when combined with signals.
|
||
``yield`` can accept two arguments, an object and a signal. When the
|
||
signal is received, execution will recommence. Here are some examples::
|
||
|
||
# Resume execution the next frame.
|
||
yield(get_tree(), "idle_frame")
|
||
|
||
# Resume execution when animation is done playing.
|
||
yield(get_node("AnimationPlayer"), "animation_finished")
|
||
|
||
# Wait 5 seconds, then resume execution.
|
||
yield(get_tree().create_timer(5.0), "timeout")
|
||
|
||
Coroutines themselves use the ``completed`` signal when they transition
|
||
into an invalid state, for example::
|
||
|
||
func my_func():
|
||
yield(button_func(), "completed")
|
||
print("All buttons were pressed, hurray!")
|
||
|
||
|
||
func button_func():
|
||
yield($Button0, "pressed")
|
||
yield($Button1, "pressed")
|
||
|
||
``my_func`` will only continue execution once both buttons have been pressed.
|
||
|
||
You can also get the signal's argument once it's emitted by an object:
|
||
|
||
::
|
||
|
||
# Wait for when any node is added to the scene tree.
|
||
var node = yield(get_tree(), "node_added")
|
||
|
||
If there is more than one argument, ``yield`` returns an array containing
|
||
the arguments::
|
||
|
||
signal done(input, processed)
|
||
|
||
func process_input(input):
|
||
print("Processing initialized")
|
||
yield(get_tree(), "idle_frame")
|
||
print("Waiting")
|
||
yield(get_tree(), "idle_frame")
|
||
emit_signal("done", input, "Processed " + input)
|
||
|
||
|
||
func _ready():
|
||
process_input("Test") # Prints: Processing initialized
|
||
var data = yield(self, "done") # Prints: waiting
|
||
print(data[1]) # Prints: Processed Test
|
||
|
||
If you're unsure whether a function may yield or not, or whether it may yield
|
||
multiple times, you can yield to the ``completed`` signal conditionally:
|
||
|
||
::
|
||
|
||
func generate():
|
||
var result = rand_range(-1.0, 1.0)
|
||
|
||
if result < 0.0:
|
||
yield(get_tree(), "idle_frame")
|
||
|
||
return result
|
||
|
||
|
||
func make():
|
||
var result = generate()
|
||
|
||
if result is GDScriptFunctionState: # Still working.
|
||
result = yield(result, "completed")
|
||
|
||
return result
|
||
|
||
This ensures that the function returns whatever it was supposed to return
|
||
regardless of whether coroutines were used internally. Note that using
|
||
``while`` would be redundant here as the ``completed`` signal is only emitted
|
||
when the function didn't yield anymore.
|
||
|
||
.. _doc_gdscript_onready_keyword:
|
||
|
||
`onready` keyword
|
||
~~~~~~~~~~~~~~~~~
|
||
|
||
When using nodes, it's common to desire to keep references to parts
|
||
of the scene in a variable. As scenes are only warranted to be
|
||
configured when entering the active scene tree, the sub-nodes can only
|
||
be obtained when a call to ``Node._ready()`` is made.
|
||
|
||
::
|
||
|
||
var my_label
|
||
|
||
|
||
func _ready():
|
||
my_label = get_node("MyLabel")
|
||
|
||
This can get a little cumbersome, especially when nodes and external
|
||
references pile up. For this, GDScript has the ``onready`` keyword, that
|
||
defers initialization of a member variable until ``_ready()`` is called. It
|
||
can replace the above code with a single line::
|
||
|
||
onready var my_label = get_node("MyLabel")
|
||
|
||
Assert keyword
|
||
~~~~~~~~~~~~~~
|
||
|
||
The ``assert`` keyword can be used to check conditions in debug builds. These
|
||
assertions are ignored in non-debug builds. 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.
|