mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-01 21:48:57 +03:00
1751 lines
64 KiB
ReStructuredText
1751 lines
64 KiB
ReStructuredText
.. _doc_gdscript:
|
|
|
|
GDScript basics
|
|
===============
|
|
|
|
Introduction
|
|
------------
|
|
|
|
*GDScript* is a high level, dynamically typed programming language used to
|
|
create content. It uses a syntax similar to
|
|
`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
|
|
(blocks are indent-based and many keywords are similar). Its goal is
|
|
to be optimized for and tightly integrated with Godot Engine, allowing great
|
|
flexibility for content creation and integration.
|
|
|
|
History
|
|
~~~~~~~
|
|
|
|
In the early days, the engine used the `Lua <http://www.lua.org>`__
|
|
scripting language. Lua is fast, but creating bindings to an object
|
|
oriented system (by using fallbacks) was complex and slow and took an
|
|
enormous amount of code. After some experiments with
|
|
`Python <https://www.python.org>`__, it also proved difficult to embed.
|
|
|
|
The last third party scripting language that was used for shipped games
|
|
was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
|
|
At that point, it became evident that a custom scripting language could
|
|
more optimally make use of Godot's particular architecture:
|
|
|
|
- Godot embeds scripts in nodes. Most languages are not designed with
|
|
this in mind.
|
|
- Godot uses several built-in data types for 2D and 3D math. Script
|
|
languages do not provide this, and binding them is inefficient.
|
|
- Godot uses threads heavily for lifting and initializing data from the
|
|
net or disk. Script interpreters for common languages are not
|
|
friendly to this.
|
|
- Godot already has a memory management model for resources, most
|
|
script languages provide their own, which results in duplicate
|
|
effort and bugs.
|
|
- Binding code is always messy and results in several failure points,
|
|
unexpected bugs and generally low maintainability.
|
|
|
|
The result of these considerations is *GDScript*. The language and
|
|
interpreter for GDScript ended up being smaller than the binding code itself
|
|
for Lua and Squirrel, while having equal functionality. With time, having a
|
|
built-in language has proven to be a huge advantage.
|
|
|
|
Example of GDScript
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
Some people can learn better by taking a look at the syntax, so
|
|
here's a simple example of how GDScript looks.
|
|
|
|
::
|
|
|
|
# A file is a class!
|
|
|
|
# Inheritance
|
|
|
|
extends BaseClass
|
|
|
|
# (optional) class definition with a custom icon
|
|
|
|
class_name MyClass, "res://path/to/optional/icon.svg"
|
|
|
|
# Member Variables
|
|
|
|
var a = 5
|
|
var s = "Hello"
|
|
var arr = [1, 2, 3]
|
|
var dict = {"key": "value", 2:3}
|
|
var typed_var: int
|
|
var inferred_type := "String"
|
|
|
|
# Constants
|
|
|
|
const ANSWER = 42
|
|
const THE_NAME = "Charly"
|
|
|
|
# Enums
|
|
|
|
enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
|
|
enum Named {THING_1, THING_2, ANOTHER_THING = -1}
|
|
|
|
# Built-in Vector Types
|
|
|
|
var v2 = Vector2(1, 2)
|
|
var v3 = Vector3(1, 2, 3)
|
|
|
|
# Function
|
|
|
|
func some_function(param1, param2):
|
|
var local_var = 5
|
|
|
|
if param1 < local_var:
|
|
print(param1)
|
|
elif param2 > 5:
|
|
print(param2)
|
|
else:
|
|
print("Fail!")
|
|
|
|
for i in range(20):
|
|
print(i)
|
|
|
|
while param2 != 0:
|
|
param2 -= 1
|
|
|
|
var local_var2 = param1 + 3
|
|
return local_var2
|
|
|
|
# Functions override functions with the same name on the base/parent class.
|
|
# If you still want to call them, use '.' (like 'super' in other languages).
|
|
|
|
func something(p1, p2):
|
|
.something(p1, p2)
|
|
|
|
# Inner Class
|
|
|
|
class Something:
|
|
var a = 10
|
|
|
|
# Constructor
|
|
|
|
func _init():
|
|
print("Constructed!")
|
|
var lv = Something.new()
|
|
print(lv.a)
|
|
|
|
If you have previous experience with statically typed languages such as
|
|
C, C++, or C# but never used a dynamically typed one before, it is advised you
|
|
read this tutorial: :ref:`doc_gdscript_more_efficiently`.
|
|
|
|
Language
|
|
--------
|
|
|
|
In the following, an overview is given to GDScript. Details, such as which
|
|
methods are available to arrays or other objects, should be looked up in
|
|
the linked class descriptions.
|
|
|
|
Identifiers
|
|
~~~~~~~~~~~
|
|
|
|
Any string that restricts itself to alphabetic characters (``a`` to
|
|
``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
|
|
as an identifier. Additionally, identifiers must not begin with a digit.
|
|
Identifiers are case-sensitive (``foo`` is different from ``FOO``).
|
|
|
|
Keywords
|
|
~~~~~~~~
|
|
|
|
The following is the list of keywords supported by the language. Since
|
|
keywords are reserved words (tokens), they can't be used as identifiers.
|
|
Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
|
|
as listed in the following sections are also reserved.
|
|
|
|
Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
|
|
in case you want to take a look under the hood.
|
|
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| Keyword | Description |
|
|
+============+===============================================================================================================+
|
|
| if | See `if/else/elif`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| elif | See `if/else/elif`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| else | See `if/else/elif`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| for | See for_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| while | See while_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| match | See match_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| break | Exits the execution of the current ``for`` or ``while`` loop. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| return | Returns a value from a function. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| class | Defines a class. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| extends | Defines what class to extend with the current class. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| is | Tests whether a variable extends a given class, or is of a given built-in type. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| as | Cast the value to a given type if possible. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| self | Refers to current class instance. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| tool | Executes the script in the editor. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| signal | Defines a signal. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| func | Defines a function. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| static | Defines a static function. Static member variables are not allowed. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| const | Defines a constant. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| enum | Defines an enum. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| var | Defines a variable. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| setget | Defines setter and getter functions for a variable. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| breakpoint | Editor helper for debugger breakpoints. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| preload | Preloads a class or variable. See `Classes as resources`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| yield | Coroutine support. See `Coroutines with yield`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| puppet | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| remotesync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| mastersync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| puppetsync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| PI | PI constant. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| TAU | TAU constant. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| INF | Infinity constant. Used for comparisons. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
| NAN | NAN (not a number) constant. Used for comparisons. |
|
|
+------------+---------------------------------------------------------------------------------------------------------------+
|
|
|
|
Operators
|
|
~~~~~~~~~
|
|
|
|
The following is the list of supported operators and their precedence.
|
|
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| **Operator** | **Description** |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``x[index]`` | Subscription, Highest Priority |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``x.attribute`` | Attribute Reference |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``is`` | Instance Type Checker |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``~`` | Bitwise NOT |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``-x`` | Negative / Unary Negation |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
|
|
| | |
|
|
| | These operators have the same behavior |
|
|
| | as C++. Integer division is truncated |
|
|
| | rather than returning a fractional |
|
|
| | number, and the % operator is only |
|
|
| | available for ints ("fmod" for floats) |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``+`` | Addition / Concatenation of Arrays |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``-`` | Subtraction |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``<<`` ``>>`` | Bit Shifting |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``&`` | Bitwise AND |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``^`` | Bitwise XOR |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``|`` | Bitwise OR |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``in`` | Content Test |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``!`` ``not`` | Boolean NOT |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``and`` ``&&`` | Boolean AND |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``or`` ``||`` | Boolean OR |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``if x else`` | Ternary if/else |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
| ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
|
|
+---------------------------------------------------------------+-----------------------------------------+
|
|
|
|
Literals
|
|
~~~~~~~~
|
|
|
|
+--------------------------+----------------------------------------+
|
|
| **Literal** | **Type** |
|
|
+--------------------------+----------------------------------------+
|
|
| ``45`` | Base 10 integer |
|
|
+--------------------------+----------------------------------------+
|
|
| ``0x8F51`` | Base 16 (hex) integer |
|
|
+--------------------------+----------------------------------------+
|
|
| ``3.14``, ``58.1e-10`` | Floating point number (real) |
|
|
+--------------------------+----------------------------------------+
|
|
| ``"Hello"``, ``"Hi"`` | Strings |
|
|
+--------------------------+----------------------------------------+
|
|
| ``"""Hello"""`` | Multiline string |
|
|
+--------------------------+----------------------------------------+
|
|
| ``@"Node/Label"`` | NodePath or StringName |
|
|
+--------------------------+----------------------------------------+
|
|
| ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
|
|
+--------------------------+----------------------------------------+
|
|
|
|
Comments
|
|
~~~~~~~~
|
|
|
|
Anything from a ``#`` to the end of the line is ignored and is
|
|
considered a comment.
|
|
|
|
::
|
|
|
|
# This is a comment.
|
|
|
|
|
|
Multi-line comments can be created using """ (three quotes in a row) at
|
|
the beginning and end of a block of text. Note that this creates a string,
|
|
therefore, it will not be stripped away when the script is compiled.
|
|
|
|
::
|
|
|
|
""" Everything on these
|
|
lines is considered
|
|
a comment. """
|
|
|
|
.. _doc_gdscript_builtin_types:
|
|
|
|
Built-in types
|
|
--------------
|
|
|
|
Built-in types are stack-allocated. They are passed as values.
|
|
This means a copy is created on each assignment or when passing them as arguments to functions.
|
|
The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by reference so they are shared.
|
|
(Not ``PoolArray``\ s like ``PoolByteArray`` though, those are passed as values too,
|
|
so consider this when deciding which to use!)
|
|
|
|
Basic built-in types
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
A variable in GDScript can be assigned to several built-in types.
|
|
|
|
null
|
|
^^^^
|
|
|
|
``null`` is an empty data type that contains no information and can not
|
|
be assigned any other value.
|
|
|
|
bool
|
|
^^^^
|
|
|
|
The Boolean data type can only contain ``true`` or ``false``.
|
|
|
|
int
|
|
^^^
|
|
|
|
The integer data type can only contain integer numbers, (both negative
|
|
and positive).
|
|
|
|
float
|
|
^^^^^
|
|
|
|
Used to contain a floating point value (real numbers).
|
|
|
|
:ref:`String <class_String>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_. Strings can contain the
|
|
`standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
|
|
GDScript supports :ref:`format strings aka printf functionality
|
|
<doc_gdscript_printf>`.
|
|
|
|
Vector built-in types
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
:ref:`Vector2 <class_Vector2>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
2D vector type containing ``x`` and ``y`` fields. Can also be
|
|
accessed as array.
|
|
|
|
:ref:`Rect2 <class_Rect2>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
2D Rectangle type containing two vectors fields: ``position`` and ``size``.
|
|
Alternatively contains an ``end`` field which is ``position+size``.
|
|
|
|
:ref:`Vector3 <class_Vector3>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
|
|
be accessed as an array.
|
|
|
|
:ref:`Transform2D <class_Transform2D>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
3x2 matrix used for 2D transforms.
|
|
|
|
:ref:`Plane <class_Plane>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
3D Plane type in normalized form that contains a ``normal`` vector field
|
|
and a ``d`` scalar distance.
|
|
|
|
:ref:`Quat <class_Quat>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Quaternion is a datatype used for representing a 3D rotation. It's
|
|
useful for interpolating rotations.
|
|
|
|
:ref:`AABB <class_AABB>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
|
|
and ``size``. Alternatively contains an ``end`` field which is
|
|
``position+size``.
|
|
|
|
:ref:`Basis <class_Basis>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
|
|
(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
|
|
vectors.
|
|
|
|
:ref:`Transform <class_Transform>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
3D Transform contains a Basis field ``basis`` and a Vector3 field
|
|
``origin``.
|
|
|
|
Engine built-in types
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
:ref:`Color <class_Color>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
|
|
also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
|
|
|
|
:ref:`NodePath <class_NodePath>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Compiled path to a node used mainly in the scene system. It can be
|
|
easily assigned to, and from, a String.
|
|
|
|
:ref:`RID <class_RID>`
|
|
^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Resource ID (RID). Servers use generic RIDs to reference opaque data.
|
|
|
|
:ref:`Object <class_Object>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Base class for anything that is not a built-in type.
|
|
|
|
Container built-in types
|
|
~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
:ref:`Array <class_Array>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
|
|
The array can resize dynamically. Arrays are indexed starting from index ``0``.
|
|
Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
|
|
|
|
::
|
|
|
|
var arr = []
|
|
arr = [1, 2, 3]
|
|
var b = arr[1] # This is 2.
|
|
var c = arr[arr.size() - 1] # This is 3.
|
|
var d = arr[-1] # Same as the previous line, but shorter.
|
|
arr[0] = "Hi!" # Replacing value 1 with "Hi!".
|
|
arr.append(4) # Array is now ["Hi!", 2, 3, 4].
|
|
|
|
GDScript arrays are allocated linearly in memory for speed.
|
|
Large arrays (more than tens of thousands of elements) may however cause
|
|
memory fragmentation. If this is a concern, special types of
|
|
arrays are available. These only accept a single data type. They avoid memory
|
|
fragmentation and also use less memory but are atomic and tend to run slower than generic
|
|
arrays. They are therefore only recommended to use for large data sets:
|
|
|
|
- :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
|
|
- :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
|
|
- :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
|
|
- :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
|
|
- :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
|
|
- :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
|
|
- :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
|
|
|
|
:ref:`Dictionary <class_Dictionary>`
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Associative container which contains values referenced by unique keys.
|
|
|
|
::
|
|
|
|
var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
|
|
d["Hi!"] = 0
|
|
d = {
|
|
22: "value",
|
|
"some_key": 2,
|
|
"other_key": [2, 3, 4],
|
|
"more_key": "Hello"
|
|
}
|
|
|
|
Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
|
|
and doesn't use quotes to mark string keys (making for slightly less to write).
|
|
Note however that like any GDScript identifier, keys written in this form cannot
|
|
start with a digit.
|
|
|
|
::
|
|
|
|
var d = {
|
|
test22 = "value",
|
|
some_key = 2,
|
|
other_key = [2, 3, 4],
|
|
more_key = "Hello"
|
|
}
|
|
|
|
To add a key to an existing dictionary, access it like an existing key and
|
|
assign to it::
|
|
|
|
var d = {} # Create an empty Dictionary.
|
|
d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
|
|
d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
|
|
d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
|
|
|
|
Data
|
|
----
|
|
|
|
Variables
|
|
~~~~~~~~~
|
|
|
|
Variables can exist as class members or local to functions. They are
|
|
created with the ``var`` keyword and may, optionally, be assigned a
|
|
value upon initialization.
|
|
|
|
::
|
|
|
|
var a # Data type is 'null' by default.
|
|
var b = 5
|
|
var c = 3.8
|
|
var d = b + c # Variables are always initialized in order.
|
|
|
|
Variables can optionally have a type specification. When a type is specified,
|
|
the variable will be forced to have always that same type, and trying to assign
|
|
an incompatible value will raise an error.
|
|
|
|
Types are specified in the variable declaration using a ``:`` (colon) symbol
|
|
after the variable name, followed by the type.
|
|
|
|
::
|
|
|
|
var my_vector2: Vector2
|
|
var my_node: Node = Sprite.new()
|
|
|
|
If the variable is initialized within the declaration, the type can be inferred, so
|
|
it's possible to omit the type name::
|
|
|
|
var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'
|
|
var my_node := Sprite.new() # 'my_node' is of type 'Sprite'
|
|
|
|
Type inference is only possible if the assigned value has a defined type, otherwise
|
|
it will raise an error.
|
|
|
|
Valid types are:
|
|
|
|
- Built-in types (Array, Vector2, int, String, etc.)
|
|
- Engine classes (Node, Resource, Reference, etc.)
|
|
- Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
|
|
- Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope)
|
|
- Script classes declared with the ``class_name`` keyword.
|
|
|
|
Casting
|
|
^^^^^^^
|
|
|
|
Values assigned to typed variables must have a compatible type. If it's needed to
|
|
coerce a value to be of a certain type, in particular for object types, you can
|
|
use the casting operator ``as``.
|
|
|
|
Casting between object types results in the same object if the value is of the
|
|
same type or a subtype of the cast type.
|
|
|
|
::
|
|
|
|
var my_node2D: Node2D
|
|
my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
|
|
|
|
If the value is not a subtype, the casting operation will result in a ``null`` value.
|
|
|
|
::
|
|
|
|
var my_node2D: Node2D
|
|
my_node2D = $Button # Results in 'null' since a Button is not a subtype of Node2D
|
|
|
|
For built-in types, they will be forcibly converted if possible, otherwise the
|
|
engine will raise an error.
|
|
|
|
::
|
|
|
|
var my_int: int
|
|
my_int = "123" as int # The string can be converted to int
|
|
my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error
|
|
|
|
Casting is also useful to have better type-safe variables when interacting with
|
|
tree::
|
|
|
|
# will infer the variable to be of type Sprite:
|
|
var my_sprite := $Character as Sprite
|
|
|
|
# will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()':
|
|
($AnimPlayer as AnimationPlayer).play("walk")
|
|
|
|
Constants
|
|
~~~~~~~~~
|
|
|
|
Constants are similar to variables, but must be constants or constant
|
|
expressions and must be assigned on initialization.
|
|
|
|
::
|
|
|
|
const A = 5
|
|
const B = Vector2(20, 20)
|
|
const C = 10 + 20 # Constant expression.
|
|
const D = Vector2(20, 30).x # Constant expression: 20
|
|
const E = [1, 2, 3, 4][0] # Constant expression: 1
|
|
const F = sin(20) # sin() can be used in constant expressions.
|
|
const G = x + 20 # Invalid; this is not a constant expression!
|
|
const H = A + 20 # Constant expression: 25
|
|
|
|
Although the type of constants is inferred from the assigned value, it's also
|
|
possible to add explicit type specification::
|
|
|
|
const A: int = 5
|
|
const B: Vector2 = Vector2()
|
|
|
|
Assigning a value of an incompatible type will raise an error.
|
|
|
|
Enums
|
|
^^^^^
|
|
|
|
Enums are basically a shorthand for constants, and are pretty useful if you
|
|
want to assign consecutive integers to some constant.
|
|
|
|
If you pass a name to the enum, it will put all the keys inside a constant
|
|
dictionary of that name.
|
|
|
|
.. important: The keys in a named enum are not registered as global constants
|
|
in Godot 3.1 and later, they should be accessed prefixed by the
|
|
enum's name (``Name.KEY``). See example below.
|
|
|
|
::
|
|
|
|
enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
|
|
# Is the same as:
|
|
const TILE_BRICK = 0
|
|
const TILE_FLOOR = 1
|
|
const TILE_SPIKE = 2
|
|
const TILE_TELEPORT = 3
|
|
|
|
enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
|
|
# Is the same as:
|
|
const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
|
|
# Access values with State.STATE_IDLE, etc.
|
|
|
|
|
|
Functions
|
|
~~~~~~~~~
|
|
|
|
Functions always belong to a `class <Classes_>`_. The scope priority for
|
|
variable look-up is: local → class member → global. The ``self`` variable is
|
|
always available and is provided as an option for accessing class members, but
|
|
is not always required (and should *not* be sent as the function's first
|
|
argument, unlike Python).
|
|
|
|
::
|
|
|
|
func my_function(a, b):
|
|
print(a)
|
|
print(b)
|
|
return a + b # Return is optional; without it 'null' is returned.
|
|
|
|
A function can ``return`` at any point. The default return value is ``null``.
|
|
|
|
Functions can also have type specification for the arguments and for the return
|
|
value. Types for arguments can be added in a similar way to variables::
|
|
|
|
func my_function(a: int, b: String):
|
|
pass
|
|
|
|
If a function argument has a default value, it's possible to infer the type::
|
|
|
|
func my_function(int_arg := 42, String_arg := "string"):
|
|
pass
|
|
|
|
The return type of the function can be specified after the arguments list using
|
|
the arrow token (``->``)::
|
|
|
|
func my_int_function() -> int:
|
|
return 0
|
|
|
|
Functions that have a return type **must** return a proper value. Setting the
|
|
type as ``void`` means the function doesn't return anything. Void functions can
|
|
return early with the ``return`` keyword, but they can't return any value.
|
|
|
|
::
|
|
|
|
void_function() -> void:
|
|
return # Can't return a value
|
|
|
|
.. note:: Non-void functions must **always** return a value, so if your code has
|
|
branching statements (such as an ``if``/``else`` construct), all the
|
|
possible paths must have a return. E.g., if you have a ``return``
|
|
inside an ``if`` block but not after it, the editor will raise an
|
|
error because if the block is not executed, the function won't have a
|
|
valid value to return.
|
|
|
|
Referencing Functions
|
|
^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Contrary to Python, functions are *not* first class objects in GDScript. This
|
|
means they cannot be stored in variables, passed as an argument to another
|
|
function or be returned from other functions. This is for performance reasons.
|
|
|
|
To reference a function by name at runtime, (e.g. to store it in a variable, or
|
|
pass it to another function as an argument) one must use the ``call`` or
|
|
``funcref`` helpers::
|
|
|
|
# Call a function by name in one step.
|
|
my_node.call("my_function", args)
|
|
|
|
# Store a function reference.
|
|
var my_func = funcref(my_node, "my_function")
|
|
# Call stored function reference.
|
|
my_func.call_func(args)
|
|
|
|
|
|
Remember that default functions, like ``_init``, and most
|
|
notifications, such as ``_enter_tree``, ``_exit_tree``, ``_process``,
|
|
``_physics_process``, etc. are called in all base classes automatically.
|
|
So there is only a need to call the function explicitly when overloading
|
|
them in some way.
|
|
|
|
|
|
Static functions
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
A function can be declared static. When a function is static, it has no
|
|
access to the instance member variables or ``self``. This is mainly
|
|
useful to make libraries of helper functions:
|
|
|
|
::
|
|
|
|
static func sum2(a, b):
|
|
return a + b
|
|
|
|
|
|
Statements and control flow
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
Statements are standard and can be assignments, function calls, control
|
|
flow structures, etc (see below). ``;`` as a statement separator is
|
|
entirely optional.
|
|
|
|
if/else/elif
|
|
^^^^^^^^^^^^
|
|
|
|
Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
|
|
Parenthesis around conditions are allowed, but not required. Given the
|
|
nature of the tab-based indentation, ``elif`` can be used instead of
|
|
``else``/``if`` to maintain a level of indentation.
|
|
|
|
::
|
|
|
|
if [expression]:
|
|
statement(s)
|
|
elif [expression]:
|
|
statement(s)
|
|
else:
|
|
statement(s)
|
|
|
|
Short statements can be written on the same line as the condition::
|
|
|
|
if 1 + 1 == 2: return 2 + 2
|
|
else:
|
|
var x = 3 + 3
|
|
return x
|
|
|
|
Sometimes you might want to assign a different initial value based on a
|
|
boolean expression. In this case, ternary-if expressions come in handy::
|
|
|
|
var x = [value] if [expression] else [value]
|
|
y += 3 if y < 10 else -1
|
|
|
|
while
|
|
^^^^^
|
|
|
|
Simple loops are created by using ``while`` syntax. Loops can be broken
|
|
using ``break`` or continued using ``continue``:
|
|
|
|
::
|
|
|
|
while [expression]:
|
|
statement(s)
|
|
|
|
for
|
|
^^^
|
|
|
|
To iterate through a range, such as an array or table, a *for* loop is
|
|
used. When iterating over an array, the current array element is stored in
|
|
the loop variable. When iterating over a dictionary, the *index* is stored
|
|
in the loop variable.
|
|
|
|
::
|
|
|
|
for x in [5, 7, 11]:
|
|
statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
|
|
|
|
var dict = {"a": 0, "b": 1, "c": 2}
|
|
for i in dict:
|
|
print(dict[i])
|
|
|
|
for i in range(3):
|
|
statement # Similar to [0, 1, 2] but does not allocate an array.
|
|
|
|
for i in range(1,3):
|
|
statement # Similar to [1, 2] but does not allocate an array.
|
|
|
|
for i in range(2,8,2):
|
|
statement # Similar to [2, 4, 6] but does not allocate an array.
|
|
|
|
for c in "Hello":
|
|
print(c) # Iterate through all characters in a String, print every letter on new line.
|
|
|
|
match
|
|
^^^^^
|
|
|
|
A ``match`` statement is used to branch execution of a program.
|
|
It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
|
|
|
|
Basic syntax:
|
|
|
|
::
|
|
|
|
match [expression]:
|
|
[pattern](s):
|
|
[block]
|
|
[pattern](s):
|
|
[block]
|
|
[pattern](s):
|
|
[block]
|
|
|
|
|
|
**Crash-course for people who are familiar with switch statements**:
|
|
|
|
1. Replace ``switch`` with ``match``
|
|
2. Remove ``case``
|
|
3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
|
|
4. Change ``default`` to a single underscore.
|
|
|
|
|
|
**Control flow**:
|
|
|
|
The patterns are matched from top to bottom.
|
|
If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
|
|
If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
|
|
|
|
There are 6 pattern types:
|
|
|
|
- constant pattern
|
|
constant primitives, like numbers and strings ::
|
|
|
|
match x:
|
|
1:
|
|
print("We are number one!")
|
|
2:
|
|
print("Two are better than one!")
|
|
"test":
|
|
print("Oh snap! It's a string!")
|
|
|
|
|
|
- variable pattern
|
|
matches the contents of a variable/enum ::
|
|
|
|
match typeof(x):
|
|
TYPE_REAL:
|
|
print("float")
|
|
TYPE_STRING:
|
|
print("text")
|
|
TYPE_ARRAY:
|
|
print("array")
|
|
|
|
|
|
- wildcard pattern
|
|
This pattern matches everything. It's written as a single underscore.
|
|
|
|
It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
|
|
|
|
match x:
|
|
1:
|
|
print("It's one!")
|
|
2:
|
|
print("It's one times two!")
|
|
_:
|
|
print("It's not 1 or 2. I don't care tbh.")
|
|
|
|
|
|
- binding pattern
|
|
A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
|
|
It's especially useful in array and dictionary patterns. ::
|
|
|
|
match x:
|
|
1:
|
|
print("It's one!")
|
|
2:
|
|
print("It's one times two!")
|
|
var new_var:
|
|
print("It's not 1 or 2, it's ", new_var)
|
|
|
|
|
|
- array pattern
|
|
matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
|
|
|
|
The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
|
|
|
|
**Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
|
|
|
|
Every subpattern has to be comma separated. ::
|
|
|
|
match x:
|
|
[]:
|
|
print("Empty array")
|
|
[1, 3, "test", null]:
|
|
print("Very specific array")
|
|
[var start, _, "test"]:
|
|
print("First element is ", start, ", and the last is \"test\"")
|
|
[42, ..]:
|
|
print("Open ended array")
|
|
|
|
- dictionary pattern
|
|
Works in the same way as the array pattern. Every key has to be a constant pattern.
|
|
|
|
The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
|
|
|
|
**Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``
|
|
|
|
Every subpattern has to be comma separated.
|
|
|
|
If you don't specify a value, then only the existence of the key is checked.
|
|
|
|
A value pattern is separated from the key pattern with a ``:`` ::
|
|
|
|
match x:
|
|
{}:
|
|
print("Empty dict")
|
|
{"name": "Dennis"}:
|
|
print("The name is Dennis")
|
|
{"name": "Dennis", "age": var age}:
|
|
print("Dennis is ", age, " years old.")
|
|
{"name", "age"}:
|
|
print("Has a name and an age, but it's not Dennis :(")
|
|
{"key": "godotisawesome", ..}:
|
|
print("I only checked for one entry and ignored the rest")
|
|
|
|
Multipatterns:
|
|
You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::
|
|
|
|
match x:
|
|
1, 2, 3:
|
|
print("It's 1 - 3")
|
|
"Sword", "Splash potion", "Fist":
|
|
print("Yep, you've taken damage")
|
|
|
|
|
|
|
|
Classes
|
|
~~~~~~~
|
|
|
|
By default, all script files are unnamed classes. In this case, you can only
|
|
reference them using the file's path, using either a relative or an absolute
|
|
path. For example, if you name a script file ``character.gd``
|
|
|
|
::
|
|
|
|
# Inherit from Character.gd
|
|
|
|
extends res://path/to/character.gd
|
|
|
|
# Load character.gd and create a new node instance from it
|
|
|
|
var Character = load("res://path/to/character.gd")
|
|
var character_node = Character.new()
|
|
|
|
Instead, you can give your class a name to register it as a new type in Godot's
|
|
editor. For that, you use the 'class_name' keyword. You can add an
|
|
optional comma followed by a path to an image, to use it as an icon. Your class
|
|
will then appear with its new icon in the editor:
|
|
|
|
::
|
|
|
|
# Item.gd
|
|
|
|
extends Node
|
|
|
|
class_name Item, "res://interface/icons/item.png"
|
|
|
|
.. image:: img/class_name_editor_register_example.png
|
|
|
|
Here's a class file example:
|
|
|
|
::
|
|
|
|
# Saved as a file named 'character.gd'.
|
|
|
|
class_name Character
|
|
|
|
var health = 5
|
|
|
|
func print_health():
|
|
print(health)
|
|
|
|
func print_this_script_three_times():
|
|
print(get_script())
|
|
print(ResourceLoader.load("res://character.gd"))
|
|
print(Character)
|
|
|
|
|
|
.. note:: Godot's class syntax is compact: it can only contain member variables or
|
|
functions. You can use static functions, but not static member variables. In the
|
|
same way, the engine initializes variables every time you create an instance,
|
|
and this includes arrays and dictionaries. This is in the spirit of thread
|
|
safety, since scripts can be initialized in separate threads without the user
|
|
knowing.
|
|
|
|
Inheritance
|
|
^^^^^^^^^^^
|
|
|
|
A class (stored as a file) can inherit from
|
|
|
|
- A global class
|
|
- Another class file
|
|
- An inner class inside another class file.
|
|
|
|
Multiple inheritance is not allowed.
|
|
|
|
Inheritance uses the ``extends`` keyword:
|
|
|
|
::
|
|
|
|
# Inherit/extend a globally available class.
|
|
extends SomeClass
|
|
|
|
# Inherit/extend a named class file.
|
|
extends "somefile.gd"
|
|
|
|
# Inherit/extend an inner class in another file.
|
|
extends "somefile.gd".SomeInnerClass
|
|
|
|
|
|
To check if a given instance inherits from a given class,
|
|
the ``is`` keyword can be used:
|
|
|
|
::
|
|
|
|
# Cache the enemy class.
|
|
const Enemy = preload("enemy.gd")
|
|
|
|
# [...]
|
|
|
|
# Use 'is' to check inheritance.
|
|
if (entity is Enemy):
|
|
entity.apply_damage()
|
|
|
|
To call a function in a *base class* (i.e. one ``extend``-ed in your current class),
|
|
prepend ``.`` to the function name:
|
|
|
|
::
|
|
|
|
.basefunc(args)
|
|
|
|
This is especially useful because functions in extending classes replace
|
|
functions with the same name in their base classes. So if you still want
|
|
to call them, you can use ``.`` like the ``super`` keyword in other languages:
|
|
|
|
::
|
|
|
|
func some_func(x):
|
|
.some_func(x) # Calls same function on the parent class.
|
|
|
|
Class Constructor
|
|
^^^^^^^^^^^^^^^^^
|
|
|
|
The class constructor, called on class instantiation, is named ``_init``.
|
|
As mentioned earlier, the constructors of parent classes are called automatically when
|
|
inheriting a class. So there is usually no need to call ``._init()`` explicitly.
|
|
|
|
Unlike the call of a regular function, like in the above example with ``.some_func``,
|
|
if the constructor from the inherited class takes arguments, they are passed like this:
|
|
|
|
::
|
|
|
|
func _init(args).(parent_args):
|
|
pass
|
|
|
|
This is better explained through examples. Say we have this scenario:
|
|
|
|
::
|
|
|
|
# State.gd (inherited class)
|
|
var entity = null
|
|
var message = null
|
|
|
|
func _init(e=null):
|
|
entity = e
|
|
|
|
func enter(m):
|
|
message = m
|
|
|
|
|
|
# Idle.gd (inheriting class)
|
|
extends "State.gd"
|
|
|
|
func _init(e=null, m=null).(e):
|
|
# Do something with 'e'.
|
|
message = m
|
|
|
|
There are a few things to keep in mind here:
|
|
|
|
1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
|
|
arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *has* to
|
|
define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
|
|
2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
|
|
3. in the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
|
|
in to ``Idle.gd``
|
|
4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
|
|
to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
|
|
can pass literals in the base constructor as well, not just variables. Eg.:
|
|
|
|
::
|
|
|
|
# Idle.gd
|
|
|
|
func _init().(5):
|
|
pass
|
|
|
|
Inner classes
|
|
^^^^^^^^^^^^^
|
|
|
|
A class file can contain inner classes. Inner classes are defined using the
|
|
``class`` keyword. They are instanced using the ``ClassName.new()``
|
|
function.
|
|
|
|
::
|
|
|
|
# Inside a class file.
|
|
|
|
# An inner class in this class file.
|
|
class SomeInnerClass:
|
|
var a = 5
|
|
func print_value_of_a():
|
|
print(a)
|
|
|
|
# This is the constructor of the class file's main class.
|
|
func _init():
|
|
var c = SomeInnerClass.new()
|
|
c.print_value_of_a()
|
|
|
|
Classes as resources
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
|
|
must be loaded from disk to access them in other classes. This is done using
|
|
either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
|
|
class resource is done by calling the ``new`` function on the class object::
|
|
|
|
# Load the class resource when calling load().
|
|
var my_class = load("myclass.gd")
|
|
|
|
# Preload the class only once at compile time.
|
|
const MyClass = preload("myclass.gd")
|
|
|
|
func _init():
|
|
var a = MyClass.new()
|
|
a.some_function()
|
|
|
|
.. _doc_gdscript_exports:
|
|
|
|
Exports
|
|
~~~~~~~
|
|
|
|
Class members can be exported. This means their value gets saved along
|
|
with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
|
|
to. They will also be available for editing in the property editor. Exporting
|
|
is done by using the ``export`` keyword::
|
|
|
|
extends Button
|
|
|
|
export var number = 5 # Value will be saved and visible in the property editor.
|
|
|
|
An exported variable must be initialized to a constant expression or have an
|
|
export hint in the form of an argument to the export keyword (see below).
|
|
|
|
One of the fundamental benefits of exporting member variables is to have
|
|
them visible and editable in the editor. This way, artists and game designers
|
|
can modify values that later influence how the program runs. For this, a
|
|
special export syntax is provided.
|
|
|
|
::
|
|
|
|
# If the exported value assigns a constant or constant expression,
|
|
# the type will be inferred and used in the editor.
|
|
|
|
export var number = 5
|
|
|
|
# Export can take a basic data type as an argument, which will be
|
|
# used in the editor.
|
|
|
|
export(int) var number
|
|
|
|
# Export can also take a resource type to use as a hint.
|
|
|
|
export(Texture) var character_face
|
|
export(PackedScene) var scene_file
|
|
# There are many resource types that can be used this way, try e.g.
|
|
# the following to list them:
|
|
export(Resource) var resource
|
|
|
|
# Integers and strings hint enumerated values.
|
|
|
|
# Editor will enumerate as 0, 1 and 2.
|
|
export(int, "Warrior", "Magician", "Thief") var character_class
|
|
# Editor will enumerate with string names.
|
|
export(String, "Rebecca", "Mary", "Leah") var character_name
|
|
|
|
# Named Enum Values
|
|
|
|
# Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
|
|
enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
|
|
export (NamedEnum) var x
|
|
|
|
# Strings as Paths
|
|
|
|
# String is a path to a file.
|
|
export(String, FILE) var f
|
|
# String is a path to a directory.
|
|
export(String, DIR) var f
|
|
# String is a path to a file, custom filter provided as hint.
|
|
export(String, FILE, "*.txt") var f
|
|
|
|
# Using paths in the global filesystem is also possible,
|
|
# but only in tool scripts (see further below).
|
|
|
|
# String is a path to a PNG file in the global filesystem.
|
|
export(String, FILE, GLOBAL, "*.png") var tool_image
|
|
# String is a path to a directory in the global filesystem.
|
|
export(String, DIR, GLOBAL) var tool_dir
|
|
|
|
# The MULTILINE setting tells the editor to show a large input
|
|
# field for editing over multiple lines.
|
|
export(String, MULTILINE) var text
|
|
|
|
# Limiting editor input ranges
|
|
|
|
# Allow integer values from 0 to 20.
|
|
export(int, 20) var i
|
|
# Allow integer values from -10 to 20.
|
|
export(int, -10, 20) var j
|
|
# Allow floats from -10 to 20, with a step of 0.2.
|
|
export(float, -10, 20, 0.2) var k
|
|
# Allow values y = exp(x) where y varies between 100 and 1000
|
|
# while snapping to steps of 20. The editor will present a
|
|
# slider for easily editing the value.
|
|
export(float, EXP, 100, 1000, 20) var l
|
|
|
|
# Floats with Easing Hint
|
|
|
|
# Display a visual representation of the ease() function
|
|
# when editing.
|
|
export(float, EASE) var transition_speed
|
|
|
|
# Colors
|
|
|
|
# Color given as Red-Green-Blue value
|
|
export(Color, RGB) var col # Color is RGB.
|
|
# Color given as Red-Green-Blue-Alpha value
|
|
export(Color, RGBA) var col # Color is RGBA.
|
|
|
|
# Another node in the scene can be exported, too.
|
|
|
|
export(NodePath) var node
|
|
|
|
It must be noted that even if the script is not being run while at the
|
|
editor, the exported properties are still editable (see below for
|
|
"tool").
|
|
|
|
Exporting bit flags
|
|
^^^^^^^^^^^^^^^^^^^
|
|
|
|
Integers used as bit flags can store multiple ``true``/``false`` (boolean)
|
|
values in one property. By using the export hint ``int, FLAGS``, they
|
|
can be set from the editor:
|
|
|
|
::
|
|
|
|
# Individually edit the bits of an integer.
|
|
export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
|
|
|
|
Restricting the flags to a certain number of named flags is also
|
|
possible. The syntax is similar to the enumeration syntax:
|
|
|
|
::
|
|
|
|
# Set any of the given flags from the editor.
|
|
export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
|
|
|
|
In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
|
|
has value 4 and ``Wind`` corresponds to value 8. Usually, constants
|
|
should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
|
|
on).
|
|
|
|
Using bit flags requires some understanding of bitwise operations. If in
|
|
doubt, boolean variables should be exported instead.
|
|
|
|
Exporting arrays
|
|
^^^^^^^^^^^^^^^^
|
|
|
|
Exporting arrays works, but with an important caveat: While regular
|
|
arrays are created local to every class instance, exported arrays are *shared*
|
|
between all instances. This means that editing them in one instance will
|
|
cause them to change in all other instances. Exported arrays can have
|
|
initializers, but they must be constant expressions.
|
|
|
|
::
|
|
|
|
# Exported array, shared between all instances.
|
|
# Default value must be a constant expression.
|
|
|
|
export var a = [1, 2, 3]
|
|
|
|
# Exported arrays can specify type (using the same hints as before).
|
|
|
|
export(Array, int) var ints = [1,2,3]
|
|
export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
|
|
export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
|
|
|
|
# You can omit the default value, but then it would be null if not assigned.
|
|
|
|
export(Array) var b
|
|
export(Array, PackedScene) var scenes
|
|
|
|
# Typed arrays also work, only initialized empty:
|
|
|
|
export var vector3s = PoolVector3Array()
|
|
export var strings = PoolStringArray()
|
|
|
|
# Regular array, created local for every instance.
|
|
# Default value can include run-time values, but can't
|
|
# be exported.
|
|
|
|
var c = [a, 2, 3]
|
|
|
|
|
|
Setters/getters
|
|
~~~~~~~~~~~~~~~
|
|
|
|
It is often useful to know when a class' member variable changes for
|
|
whatever reason. It may also be desired to encapsulate its access in some way.
|
|
|
|
For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
|
|
It is used directly after a variable definition:
|
|
|
|
::
|
|
|
|
var variable = value setget setterfunc, getterfunc
|
|
|
|
Whenever the value of ``variable`` is modified by an *external* source
|
|
(i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
|
|
will be called. This happens *before* the value is changed. The *setter* must decide what to do
|
|
with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
|
|
(``getterfunc`` above) must ``return`` the desired value. Below is an example:
|
|
|
|
|
|
::
|
|
|
|
var myvar setget my_var_set, my_var_get
|
|
|
|
func my_var_set(new_value):
|
|
my_var = new_value
|
|
|
|
func my_var_get():
|
|
return my_var # Getter must return a value.
|
|
|
|
Either of the *setter* or *getter* functions can be omitted:
|
|
|
|
::
|
|
|
|
# Only a setter.
|
|
var my_var = 5 setget myvar_set
|
|
# Only a getter (note the comma).
|
|
var my_var = 5 setget ,myvar_get
|
|
|
|
Get/Setters are especially useful when exporting variables to editor in tool
|
|
scripts or plugins, for validating input.
|
|
|
|
As said, *local* access will *not* trigger the setter and getter. Here is an
|
|
illustration of this:
|
|
|
|
::
|
|
|
|
func _init():
|
|
# Does not trigger setter/getter.
|
|
my_integer = 5
|
|
print(my_integer)
|
|
|
|
# Does trigger setter/getter.
|
|
self.my_integer = 5
|
|
print(self.my_integer)
|
|
|
|
Tool mode
|
|
~~~~~~~~~
|
|
|
|
Scripts, by default, don't run inside the editor and only the exported
|
|
properties can be changed. In some cases, it is desired that they do run
|
|
inside the editor (as long as they don't execute game code or manually
|
|
avoid doing so). For this, the ``tool`` keyword exists and must be
|
|
placed at the top of the file:
|
|
|
|
::
|
|
|
|
tool
|
|
extends Button
|
|
|
|
func _ready():
|
|
print("Hello")
|
|
|
|
.. warning:: Be cautious when freeing nodes with `queue_free()` or `free()`
|
|
in a tool script (especially the script's owner itself). As tool
|
|
scripts run their code in the editor, misusing them may lead to
|
|
crashing the editor.
|
|
|
|
Memory management
|
|
~~~~~~~~~~~~~~~~~
|
|
|
|
If a class inherits from :ref:`class_Reference`, then instances will be
|
|
freed when no longer in use. No garbage collector exists, just
|
|
reference counting. By default, all classes that don't define
|
|
inheritance extend **Reference**. If this is not desired, then a class
|
|
must inherit :ref:`class_Object` manually and must call instance.free(). To
|
|
avoid reference cycles that can't be freed, a ``weakref`` function is
|
|
provided for creating weak references.
|
|
|
|
Alternatively, when not using references, the
|
|
``is_instance_valid(instance)`` can be used to check if an object has been
|
|
freed.
|
|
|
|
.. _doc_gdscript_signals:
|
|
|
|
Signals
|
|
~~~~~~~
|
|
|
|
Signals are a tool to emit messages from an object that other objects can react
|
|
to. To create custom signals for a class, use the ``signal`` keyword.
|
|
|
|
::
|
|
|
|
extends Node
|
|
|
|
# A signal named health_depleted
|
|
signal health_depleted
|
|
|
|
.. note::
|
|
|
|
Signals are a `Callback
|
|
<https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
|
|
mechanism. They also fill the role of Observers, a common programming
|
|
pattern. For more information, read the `Observer tutorial
|
|
<https://gameprogrammingpatterns.com/observer.html>`_ in the
|
|
Game Programming Patterns ebook.
|
|
|
|
You can connect these signals to methods the same way you connect built-in
|
|
signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
|
|
|
|
In the example below, we connect the ``health_depleted`` signal from a
|
|
``Character`` node to a ``Game`` node. When the ``Character`` node emits the
|
|
signal, the game node's ``_on_Character_health_depleted`` is called:
|
|
|
|
::
|
|
|
|
# Game.gd
|
|
|
|
func _ready():
|
|
var character_node = get_node('Character')
|
|
character_node.connect("health_depleted", self, "_on_Character_health_depleted")
|
|
|
|
func _on_Character_health_depleted():
|
|
get_tree().reload_current_scene()
|
|
|
|
You can emit as many arguments as you want along with a signal.
|
|
|
|
Here is an example where this is useful. Let's say we want a life bar on screen
|
|
to react to health changes with an animation, but we want to keep the user
|
|
interface separate from the player in our scene tree.
|
|
|
|
In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
|
|
it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
|
|
a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
|
|
the :ref:`Object.connect() <class_Object_method_connect>` method:
|
|
|
|
::
|
|
|
|
# Character.gd
|
|
|
|
...
|
|
signal health_changed
|
|
|
|
func take_damage(amount):
|
|
var old_health = health
|
|
health -= amount
|
|
|
|
# We emit the health_changed signal every time the
|
|
# character takes damage
|
|
emit_signal("health_changed", old_health, health)
|
|
...
|
|
|
|
::
|
|
|
|
# Lifebar.gd
|
|
|
|
# Here, we define a function to use as a callback when the
|
|
# character's health_changed signal is emitted
|
|
|
|
...
|
|
func _on_Character_health_changed(old_value, new_value):
|
|
if old_value > new_value:
|
|
progress_bar.modulate = Color.red
|
|
else:
|
|
progress_bar.modulate = Color.green
|
|
|
|
# Imagine that `animate` is a user-defined function that animates the
|
|
# bar filling up or emptying itself
|
|
progress_bar.animate(old_value, new_value)
|
|
...
|
|
|
|
.. note::
|
|
|
|
To use signals, your class has to extend the ``Object`` class or any
|
|
type extending it like ``Node``, ``KinematicBody``, ``Control``...
|
|
|
|
In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
|
|
connect the character, that emits the signal, to the receiver, the ``Lifebar``
|
|
node in this case.
|
|
|
|
::
|
|
|
|
# Game.gd
|
|
|
|
func _ready():
|
|
var character_node = get_node('Character')
|
|
var lifebar_node = get_node('UserInterface/Lifebar')
|
|
|
|
character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
|
|
|
|
This allows the ``Lifebar`` to react to health changes without coupling it to
|
|
the ``Character`` node.
|
|
|
|
you can write optional argument names in parentheses after the signal's
|
|
definition.
|
|
|
|
::
|
|
|
|
# Defining a signal that forwards two arguments
|
|
signal health_changed(old_value, new_value)
|
|
|
|
These arguments show up in the editor's node dock, and Godot can use them to
|
|
generate callback functions for you. However, you can still emit any number of
|
|
arguments when you emit signals. So it's up to you to emit the correct values.
|
|
|
|
.. image:: img/gdscript_basics_signals_node_tab_1.png
|
|
|
|
GDScript can bind an array of values to connections between a signal and a method. When
|
|
the signal is emitted, the callback method receives the bound values. These bound
|
|
arguments are unique to each connection, and the values will stay the same.
|
|
|
|
You can use this array of values to add extra constant information to the
|
|
connection if the emitted signal itself doesn't give you access to all the data
|
|
that you need.
|
|
|
|
Building on the example above, let's say we want to display a log of the damage
|
|
taken by each character on the screen, like ``Player1 took 22 damage.``. The
|
|
``health_changed`` signal doesn't give us the name of the character that took
|
|
damage. So when we connect the signal to the in-game console, we can add the
|
|
character's name in the binds array argument:
|
|
|
|
::
|
|
|
|
# Game.gd
|
|
|
|
func _ready():
|
|
var character_node = get_node('Character')
|
|
var battle_log_node = get_node('UserInterface/BattleLog')
|
|
|
|
character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
|
|
|
|
Our ``BattleLog`` node receives each element in the binds array as an extra argument:
|
|
|
|
::
|
|
|
|
# BattleLog.gd
|
|
|
|
func _on_Character_health_changed(old_value, new_value, character_name):
|
|
if not new_value <= old_value:
|
|
return
|
|
var damage = old_value - new_value
|
|
label.text += character_name + " took " + str(damage) + " damage."
|
|
|
|
|
|
Coroutines with yield
|
|
~~~~~~~~~~~~~~~~~~~~~
|
|
|
|
GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
|
|
via the ``yield`` built-in function. Calling ``yield()`` will
|
|
immediately return from the current function, with the current frozen
|
|
state of the same function as the return value. Calling ``resume`` on
|
|
this resulting object will continue execution and return whatever the
|
|
function returns. Once resumed, the state object becomes invalid. Here is
|
|
an example:
|
|
|
|
::
|
|
|
|
func my_func():
|
|
print("Hello")
|
|
yield()
|
|
print("world")
|
|
|
|
func _ready():
|
|
var y = my_func()
|
|
# Function state saved in 'y'.
|
|
print("my dear")
|
|
y.resume()
|
|
# 'y' resumed and is now an invalid state.
|
|
|
|
Will print:
|
|
|
|
::
|
|
|
|
Hello
|
|
my dear
|
|
world
|
|
|
|
It is also possible to pass values between yield() and resume(), for
|
|
example:
|
|
|
|
::
|
|
|
|
func my_func():
|
|
print("Hello")
|
|
print(yield())
|
|
return "cheers!"
|
|
|
|
func _ready():
|
|
var y = my_func()
|
|
# Function state saved in 'y'.
|
|
print(y.resume("world"))
|
|
# 'y' resumed and is now an invalid state.
|
|
|
|
Will print:
|
|
|
|
::
|
|
|
|
Hello
|
|
world
|
|
cheers!
|
|
|
|
Coroutines & signals
|
|
^^^^^^^^^^^^^^^^^^^^
|
|
|
|
The real strength of using ``yield`` is when combined with signals.
|
|
``yield`` can accept two arguments, an object and a signal. When the
|
|
signal is received, execution will recommence. Here are some examples:
|
|
|
|
::
|
|
|
|
# Resume execution the next frame.
|
|
yield(get_tree(), "idle_frame")
|
|
|
|
# Resume execution when animation is done playing.
|
|
yield(get_node("AnimationPlayer"), "finished")
|
|
|
|
# Wait 5 seconds, then resume execution.
|
|
yield(get_tree().create_timer(5.0), "timeout")
|
|
|
|
Coroutines themselves use the ``completed`` signal when they transition
|
|
into an invalid state, for example:
|
|
|
|
::
|
|
|
|
func my_func():
|
|
yield(button_func(), "completed")
|
|
print("All buttons were pressed, hurray!")
|
|
|
|
func button_func():
|
|
yield($Button0, "pressed")
|
|
yield($Button1, "pressed")
|
|
|
|
``my_func`` will only continue execution once both buttons have been pressed.
|
|
|
|
Onready keyword
|
|
~~~~~~~~~~~~~~~
|
|
|
|
When using nodes, it's common to desire to keep references to parts
|
|
of the scene in a variable. As scenes are only warranted to be
|
|
configured when entering the active scene tree, the sub-nodes can only
|
|
be obtained when a call to Node._ready() is made.
|
|
|
|
::
|
|
|
|
var my_label
|
|
|
|
func _ready():
|
|
my_label = get_node("MyLabel")
|
|
|
|
This can get a little cumbersome, especially when nodes and external
|
|
references pile up. For this, GDScript has the ``onready`` keyword, that
|
|
defers initialization of a member variable until _ready is called. It
|
|
can replace the above code with a single line:
|
|
|
|
::
|
|
|
|
onready var my_label = get_node("MyLabel")
|
|
|
|
Assert keyword
|
|
~~~~~~~~~~~~~~
|
|
|
|
The ``assert`` keyword can be used to check conditions in debug builds.
|
|
These assertions are ignored in non-debug builds.
|
|
|
|
::
|
|
|
|
# Check that 'i' is 0.
|
|
assert(i == 0)
|