Added a better description for types operations (floats, integers), fixes #377

(cherry picked from commit af28c7515e)
This commit is contained in:
Julian Murgia
2017-06-27 13:53:11 +02:00
committed by Rémi Verschelde
parent 85509f3791
commit 7e4dffcaee

View File

@@ -7,9 +7,9 @@ Introduction
------------
*GDScript* is a high level, dynamically typed programming language used to
create content. It uses a syntax similar to
`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
(blocks are indent-based and many keywords are similar). Its goal is
create content. It uses a syntax similar to
`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
(blocks are indent-based and many keywords are similar). Its goal is
to be optimized for and tightly integrated with Godot Engine, allowing great
flexibility for content creation and integration.
@@ -28,7 +28,7 @@ enormous amount of code. After some experiments with
The last third party scripting language that was used for shipped games
was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
At that point, it became evident that a custom scripting language could
At that point, it became evident that a custom scripting language could
more optimally make use of Godot's particular architecture:
- Godot embeds scripts in nodes. Most languages are not designed with
@@ -65,7 +65,7 @@ here's a simple example of how GDScript looks.
# member variables
var a = 5
var a = 5
var s = "Hello"
var arr = [1, 2, 3]
var dict = {"key":"value", 2:3}
@@ -126,9 +126,9 @@ read this tutorial: :ref:`doc_gdscript_more_efficiently`.
Language
--------
In the following, an overview is given to GDScript. Details, such as which
In the following, an overview is given to GDScript. Details, such as which
methods are available to arrays or other objects, should be looked up in
the linked class descriptions.
the linked class descriptions.
Identifiers
~~~~~~~~~~~
@@ -218,6 +218,15 @@ The following is the list of supported operators and their precedence
| ``-x`` | Negative |
+---------------------------------------------------------------+-----------------------------------------+
| ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
| | |
| | NOTE: The result of these operations |
| | depends on the operands types. If both |
| | are Integers, then the result will be |
| | an Integer. That means 1/10 returns 0 |
| | instead of 0.1. If at least one of the |
| | operands is a float, then the result is |
| | a float: float(1)/10 or 1.0/10 return |
| | both 0.1. |
+---------------------------------------------------------------+-----------------------------------------+
| ``+`` ``-`` | Addition / Subtraction |
+---------------------------------------------------------------+-----------------------------------------+
@@ -274,13 +283,13 @@ considered a comment.
# This is a comment
.. Uncomment me if/when https://github.com/godotengine/godot/issues/1320 gets fixed
Multi-line comments can be created using """ (three quotes in a row) at
the beginning and end of a block of text.
::
""" Everything on these
""" Everything on these
lines is considered
a comment """
@@ -296,7 +305,7 @@ null
^^^^
``null`` is an empty data type that contains no information and can not
be assigned any other value.
be assigned any other value.
bool
^^^^
@@ -426,7 +435,7 @@ Container built-in types
:ref:`Array <class_Array>`
^^^^^^^^^^^^^^^^^^^^^^^^^^
Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
The array can resize dynamically. Arrays are indexed starting from index ``0``.
Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
@@ -442,10 +451,10 @@ Starting with Godot 2.1, indices may be negative like in Python, to count from t
GDScript arrays are allocated linearly in memory for speed. Very
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
memory fragmentation. If this is a concern special types of
arrays are available. These only accept a single data type. They avoid memory
fragmentation and also use less memory but are atomic and tend to run slower than generic
arrays. They are therefore only recommended to use for very large data sets:
arrays. They are therefore only recommended to use for very large data sets:
- :ref:`ByteArray <class_ByteArray>`: An array of bytes (integers from 0 to 255).
- :ref:`IntArray <class_IntArray>`: An array of integers.
@@ -471,15 +480,15 @@ Associative container which contains values referenced by unique keys.
"morekey" : "Hello"
}
Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
and doesn't use quotes to mark string keys (making for slightly less to write).
Note however that like any GDScript identifier, keys written in this form cannot
Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
and doesn't use quotes to mark string keys (making for slightly less to write).
Note however that like any GDScript identifier, keys written in this form cannot
start with a digit.
::
var d = {
test22 = "Value",
test22 = "Value",
somekey = 2,
otherkey = [2,3,4],
morekey = "Hello"
@@ -514,7 +523,7 @@ Constants
~~~~~~~~~
Constants are similar to variables, but must be constants or constant
expressions and must be assigned on initialization.
expressions and must be assigned on initialization.
::
@@ -525,7 +534,7 @@ expressions and must be assigned on initialization.
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!
Enums
^^^^^
@@ -589,13 +598,13 @@ function or be returned from other functions. This is for performance reasons.
To reference a function by name at runtime, (e.g. to store it in a variable, or
pass it to another function as an argument) one must use the ``call`` or
``funcref`` helpers::
# Call a function by name in one step
mynode.call("myfunction", args)
# Store a function reference
# Call a function by name in one step
mynode.call("myfunction", args)
# Store a function reference
var myfunc = funcref(mynode, "myfunction")
# Call stored function reference
# Call stored function reference
myfunc.call_func(args)
@@ -603,7 +612,7 @@ Remember that default functions like ``_init``, and most
notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
``_fixed_process``, etc. are called in all base classes automatically.
So there is only a need to call the function explicitly when overloading
them in some way.
them in some way.
Static functions
@@ -709,7 +718,7 @@ separate threads without the user knowing). In the same way, member
variables (including arrays and dictionaries) are initialized every time
an instance is created.
Below is an example of a class file.
Below is an example of a class file.
::
@@ -723,29 +732,29 @@ Below is an example of a class file.
Inheritance
^^^^^^^^^^^
A class (stored as a file) can inherit from
A class (stored as a file) can inherit from
- A global class
- Another class file
- An inner class inside another class file.
- Another class file
- An inner class inside another class file.
Multiple inheritance is not allowed.
Multiple inheritance is not allowed.
Inheritance uses the ``extends`` keyword:
::
# Inherit/extend a globally available class
extends SomeClass
extends SomeClass
# Inherit/extend a named class file
extends "somefile.gd"
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
To check if a given instance inherits from a given class
the ``extends`` keyword can be used as an operator instead:
::
@@ -762,7 +771,7 @@ the ``extends`` keyword can be used as an operator instead:
Class Constructor
^^^^^^^^^^^^^^^^^
The class constructor, called on class instantiation, is named ``_init``.
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.
@@ -777,7 +786,7 @@ Inner classes
^^^^^^^^^^^^^
A class file can contain inner classes. Inner classes are defined using the
``class`` keyword. They are instanced using the ``ClassName.new()``
``class`` keyword. They are instanced using the ``ClassName.new()``
function.
::
@@ -792,7 +801,7 @@ function.
# This is the constructor of the class file's main class
func _init():
var c = SomeInnerClass.new()
var c = SomeInnerClass.new()
c.print_value_of_a()
Classes as resources
@@ -835,12 +844,12 @@ special export syntax is provided.
::
# If the exported value assigns a constant or constant expression,
# If the exported value assigns a constant or constant expression,
# the type will be inferred and used in the editor
export var number = 5
# Export can take a basic data type as an argument which will be
# Export can take a basic data type as an argument which will be
# used in the editor
export(int) var number
@@ -853,49 +862,49 @@ special export syntax is provided.
# Integers and strings hint enumerated values
# Editor will enumerate as 0, 1 and 2
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names
export(String, "Rebecca", "Mary", "Leah") var character_name
export(int, "Warrior", "Magician", "Thief") var character_class
# Editor will enumerate with string names
export(String, "Rebecca", "Mary", "Leah") var character_name
# Strings as paths
# String is a path to a file
export(String, FILE) var f
export(String, FILE) var f
# String is a path to a directory
export(String, DIR) var f
export(String, DIR) var f
# String is a path to a file, custom filter provided as hint
export(String, FILE, "*.txt") var f
export(String, FILE, "*.txt") var f
# Using paths in the global filesystem is also possible,
# Using paths in the global filesystem is also possible,
# but only in tool scripts (see further below)
# String is a path to a PNG file in the global filesystem
export(String, FILE, GLOBAL, "*.png") var tool_image
export(String, FILE, GLOBAL, "*.png") var tool_image
# String is a path to a directory in the global filesystem
export(String, DIR, GLOBAL) var tool_dir
# The MULTILINE setting tells the editor to show a large input
# The MULTILINE setting tells the editor to show a large input
# field for editing over multiple lines
export(String, MULTILINE) var text
# Limiting editor input ranges
# Allow integer values from 0 to 20
export(int, 20) var i
# Allow integer values from -10 to 20
export(int, -10, 20) var j
export(int, 20) var i
# Allow integer values from -10 to 20
export(int, -10, 20) var j
# Allow floats from -10 to 20, with a step of 0.2
export(float, -10, 20, 0.2) var k
# Allow values y = exp(x) where y varies betwee 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
export(float, -10, 20, 0.2) var k
# Allow values y = exp(x) where y varies betwee 100 and 1000
# while snapping to steps of 20. The editor will present a
# slider for easily editing the value.
export(float, EXP, 100, 1000, 20) var l
# Floats with easing hint
# Display a visual representation of the ease() function
# Display a visual representation of the ease() function
# when editing
export(float, EASE) var transition_speed
export(float, EASE) var transition_speed
# Colors
@@ -903,9 +912,9 @@ special export syntax is provided.
export(Color, RGB) var col # Color is RGB
# Color given as Red-Green-Blue-Alpha value
export(Color, RGBA) var col # Color is RGBA
# another node in the scene can be exported too
export(NodePath) var node
It must be noted that even if the script is not being run while at the
@@ -922,7 +931,7 @@ can be set from the editor:
::
# Individually edit the bits of an integer
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
Restricting the flags to a certain number of named flags is also
possible. The syntax is very similar to the enumeration syntax:
@@ -930,7 +939,7 @@ possible. The syntax is very similar to the enumeration syntax:
::
# Set any of the given flags from the editor
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
has value 4 and ``Wind`` corresponds to value 8. Usually, constants
@@ -971,21 +980,21 @@ initializers, but they must be constant expressions.
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.
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.
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
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:
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:
::
@@ -1010,8 +1019,8 @@ Either of the *setter* or *getter* functions can be omitted:
Get/Setters are especially useful when exporting variables to editor in tool
scripts or plugins, for validating input.
As said *local* access will *not* trigger the setter and getter. Here is an
illustration of this:
As said *local* access will *not* trigger the setter and getter. Here is an
illustration of this:
::
@@ -1019,7 +1028,7 @@ illustration of this:
# Does not trigger setter/getter
myinteger=5
print(myinteger)
# Does trigger setter/getter
self.myinteger=5
print(self.myinteger)
@@ -1058,7 +1067,7 @@ Signals
It is often desired to send a notification that something happened in an
instance. GDScript supports creation of built-in Godot signals.
Declaring a signal in GDScript is easy using the `signal` keyword.
Declaring a signal in GDScript is easy using the `signal` keyword.
::
@@ -1116,7 +1125,7 @@ Object.emit_signal method:
Coroutines
~~~~~~~~~~
GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
via the ``yield`` built-in function. Calling ``yield()`` will
immediately return from the current function, with the current frozen
state of the same function as the return value. Calling ``resume`` on