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1923 lines
80 KiB
ReStructuredText
.. _doc_gdscript:
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GDScript reference
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==================
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:ref:`GDScript<doc_gdscript>` is a high-level, `object-oriented
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<https://en.wikipedia.org/wiki/Object-oriented_programming>`_, `imperative
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<https://en.wikipedia.org/wiki/Imperative_programming>`_, and `gradually typed
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<https://en.wikipedia.org/wiki/Gradual_typing>`_ programming language built for Godot.
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*GDScript* is a high-level, dynamically typed programming language used to
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create content. It uses an indentation-based syntax similar to languages like
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`Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_.
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Its goal is to be optimized for and tightly integrated with Godot Engine,
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allowing great flexibility for content creation and integration.
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GDScript is entirely independent from Python and is not based on it.
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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 an example of how GDScript looks.
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::
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# Everything after "#" is a comment.
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# A file is a class!
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# (optional) class definition:
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class_name MyClass
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# Inheritance:
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extends BaseClass
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# (optional) icon to show in the editor dialogs:
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@icon("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 other_dict = {key = "value", other_key = 2}
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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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# Functions.
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func some_function(param1, param2, param3):
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const local_const = 5
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if param1 < local_const:
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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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match param3:
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3:
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print("param3 is 3!")
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_:
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print("param3 is not 3!")
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var local_var = param1 + 3
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return local_var
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# Functions override functions with the same name on the base/super class.
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# If you still want to call them, use "super":
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func something(p1, p2):
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super(p1, p2)
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# It's also possible to call another function in the super class:
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func other_something(p1, p2):
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super.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. Stops execution in ``match`` and looks for a match in patterns below it |
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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 a class. |
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+------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| class_name | Defines the script as a globally accessible class with the specified name. |
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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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| 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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| 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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| await | Waits for a signal or a coroutine to finish. See `Awaiting for signals`_. |
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+------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| yield | Previously used for coroutines. Kept as keyword for transition. |
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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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| void | Used to represent that a function does not return any value. |
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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 and as result of calculations. |
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+------------+---------------------------------------------------------------------------------------------------------------------------------------------------+
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| NAN | NAN (not a number) constant. Used as impossible result from calculations. |
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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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| ``**`` | Power operator |
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| | |
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| | Multiplies value by itself ``x`` times, |
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| | similar to calling ``pow`` built-in |
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| | function |
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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`` | When used with the ``if`` keyword it |
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| | checks if a value is within a string, |
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| | list, range, dictionary, or node. |
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| | When used with the ``for`` keyword it is |
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| | used to iterate though the contents of a |
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| | string, list, range, dictionary or node. |
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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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| ``&"name"`` | :ref:`StringName <class_StringName>` |
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+--------------------------+----------------------------------------+
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| ``^"Node/Label"`` | :ref:`NodePath <class_NodePath>` |
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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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Annotations
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~~~~~~~~~~~
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There are some special tokens in GDScript that act like keywords but are not,
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they are *annotations* instead. Every annotation start with the ``@`` character
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and is specified by a name.
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Those affect how the script is treated by external tools and usually don't
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change the behavior.
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For instance, you can use it to export a value to the editor::
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@export_range(1, 100, 1, "or_greater")
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var ranged_var: int = 50
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Annotations can be specified one per line or all in the same line. They affect
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the next statement that isn't an annotation. Annotations can have arguments sent
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between parentheses and separated by commas.
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Both of these are the same::
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@onready
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@export_node_path(TextEdit, LineEdit)
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var input_field
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@onready @export_node_path(TextEdit, LineEdit) var input_field
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Here's the list of available annotations:
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| **Annotation** | **Description** |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| ``@tool`` | Enable the `Tool mode`_. |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| ``@onready`` | Defer initialization of variable until the node is in the tree. See |
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| | :ref:`doc_gdscript_onready_annotation`. |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| ``@icon(path)`` | Set the class icon to show in editor. To be used together with the ``class_name`` keyword. |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| ``@rpc`` | RPC modifiers. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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| ``@export`` | Export hints for the editor. See :ref:`doc_gdscript_exports`. |
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| | |
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| ``@export_enum`` | |
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| | |
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| ``@export_file`` | |
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| | |
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| ``@export_dir`` | |
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| | |
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| ``@export_global_file`` | |
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| | |
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| ``@export_global_dir`` | |
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| | |
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| ``@export_multiline`` | |
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| | |
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| ``@export_placeholder`` | |
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| | |
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| ``@export_range`` | |
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| | |
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| ``@export_exp_easing`` | |
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| | |
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| ``@export_color_no_alpha`` | |
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| | |
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| ``@export_node_path`` | |
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| | |
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| ``@export_flags`` | |
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| | |
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| ``@export_flags_2d_render`` | |
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| | |
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| ``@export_flags_2d_physics`` | |
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| | |
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| ``@export_flags_3d_render`` | |
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| | |
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| ``@export_flags_3d_physics`` | |
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+------------------------------+---------------------------------------------------------------------------------------------------+
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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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Line continuation
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~~~~~~~~~~~~~~~~~
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A line of code in GDScript can be continued on the next line by using a backslash
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(``\``). Add one at the end of a line and the code on the next line will act like
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it's where the backslash is. Here is an example:
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::
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var a = 1 + \
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2
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A line can be continued multiple times like this:
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::
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var a = 1 + \
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4 + \
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10 + \
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4
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|
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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. (Packed arrays such as ``PackedByteArray`` 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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||
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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.
|
||
|
||
:ref:`bool <class_bool>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Short for "boolean", it can only contain ``true`` or ``false``.
|
||
|
||
: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++.
|
||
Note: Currently, data structures such as Vector2, Vector3, and
|
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PackedFloat32Array store 32-bit single-precision "float" values.
|
||
|
||
:ref:`String <class_String>`
|
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
|
||
Strings can contain the following escape sequences:
|
||
|
||
+---------------------+---------------------------------+
|
||
| **Escape sequence** | **Expands to** |
|
||
+---------------------+---------------------------------+
|
||
| ``\n`` | Newline (line feed) |
|
||
+---------------------+---------------------------------+
|
||
| ``\t`` | Horizontal tab character |
|
||
+---------------------+---------------------------------+
|
||
| ``\r`` | Carriage return |
|
||
+---------------------+---------------------------------+
|
||
| ``\a`` | Alert (beep/bell) |
|
||
+---------------------+---------------------------------+
|
||
| ``\b`` | Backspace |
|
||
+---------------------+---------------------------------+
|
||
| ``\f`` | Formfeed page break |
|
||
+---------------------+---------------------------------+
|
||
| ``\v`` | Vertical tab character |
|
||
+---------------------+---------------------------------+
|
||
| ``\"`` | Double quote |
|
||
+---------------------+---------------------------------+
|
||
| ``\'`` | Single quote |
|
||
+---------------------+---------------------------------+
|
||
| ``\\`` | Backslash |
|
||
+---------------------+---------------------------------+
|
||
| ``\uXXXX`` | Unicode codepoint ``XXXX`` |
|
||
| | (hexadecimal, case-insensitive) |
|
||
+---------------------+---------------------------------+
|
||
|
||
Also, using ``\`` followed by a newline inside a string will allow you to continue it in the next line, without
|
||
inserting a newline character in the string itself.
|
||
|
||
GDScript also supports :ref:`doc_gdscript_printf`.
|
||
|
||
:ref:`StringName <class_StringName>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
An immutable string that allows only one instance of each name. They are slower to
|
||
create and may result in waiting for locks when multithreading. In exchange, they're
|
||
very fast to compare, which makes them good candidates for dictionary keys.
|
||
|
||
:ref:`NodePath <class_NodePath>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
A pre-parsed path to a node or a node property. They are useful to interact with
|
||
the tree to get a node, or affecting properties like with :ref:`Tweens <class_Tween>`.
|
||
|
||
Vector built-in types
|
||
~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
:ref:`Vector2 <class_Vector2>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
2D vector type containing ``x`` and ``y`` fields. Can also be
|
||
accessed as an array.
|
||
|
||
:ref:`Vector2i <class_Vector2i>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Same as a Vector2 but the components are integers. Useful for representing
|
||
items in a 2D grid.
|
||
|
||
:ref:`Rect2 <class_Rect2>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
2D Rectangle type containing two vectors fields: ``position`` and ``size``.
|
||
Also contains an ``end`` field which is ``position + size``.
|
||
|
||
:ref:`Vector3 <class_Vector3>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
|
||
be accessed as an array.
|
||
|
||
:ref:`Vector3i <class_Vector3i>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Same as Vector3 but the components are integers. Can be use for indexing items
|
||
in a 3D grid.
|
||
|
||
:ref:`Transform2D <class_Transform2D>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
3×2 matrix used for 2D transforms.
|
||
|
||
:ref:`Plane <class_Plane>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
3D Plane type in normalized form that contains a ``normal`` vector field
|
||
and a ``d`` scalar distance.
|
||
|
||
:ref:`Quaternion <class_Quaternion>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Quaternion is a datatype used for representing a 3D rotation. It's
|
||
useful for interpolating rotations.
|
||
|
||
:ref:`AABB <class_AABB>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
|
||
and ``size``. Also contains an ``end`` field which is
|
||
``position + size``.
|
||
|
||
:ref:`Basis <class_Basis>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
|
||
(``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
|
||
vectors.
|
||
|
||
:ref:`Transform3D <class_Transform3D>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
3D Transform contains a Basis field ``basis`` and a Vector3 field
|
||
``origin``.
|
||
|
||
Engine built-in types
|
||
~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
:ref:`Color <class_Color>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
|
||
also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
|
||
|
||
:ref:`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``.
|
||
Negative indices count from the end.
|
||
|
||
::
|
||
|
||
var arr = []
|
||
arr = [1, 2, 3]
|
||
var b = arr[1] # This is 2.
|
||
var c = arr[arr.size() - 1] # This is 3.
|
||
var d = arr[-1] # Same as the previous line, but shorter.
|
||
arr[0] = "Hi!" # Replacing value 1 with "Hi!".
|
||
arr.append(4) # Array is now ["Hi!", 2, 3, 4].
|
||
|
||
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:
|
||
|
||
- :ref:`PackedByteArray <class_PackedByteArray>`: An array of bytes (integers from 0 to 255).
|
||
- :ref:`PackedInt32Array <class_PackedInt32Array>`: An array of 32-bit integers.
|
||
- :ref:`PackedInt64Array <class_PackedInt64Array>`: An array of 64-bit integers.
|
||
- :ref:`PackedFloat32Array <class_PackedFloat32Array>`: An array of 32-bit floats.
|
||
- :ref:`PackedFloat64Array <class_PackedFloat64Array>`: An array of 64-bit floats.
|
||
- :ref:`PackedStringArray <class_PackedStringArray>`: An array of strings.
|
||
- :ref:`PackedVector2Array <class_PackedVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
|
||
- :ref:`PackedVector3Array <class_PackedVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
|
||
- :ref:`PackedColorArray <class_PackedColorArray>`: 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).
|
||
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.
|
||
|
||
:ref:`Signal <class_Signal>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
A signal is a message that can be emitted by an object to those who want to
|
||
listen to it. The Signal type can be used for passing the emitter around.
|
||
|
||
Signals are better used by getting them from actual objects, e.g. ``$Button.button_up``.
|
||
|
||
:ref:`Callable <class_Callable>`
|
||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Contains an object and a function, which is useful for passing functions as
|
||
values (e.g. when connecting to signals).
|
||
|
||
Getting a method as a member returns a callable. ``var x = $Sprite2D.rotate``
|
||
will set the value of ``x`` to a callable with ``$Sprite2D`` as the object and
|
||
``rotate`` as the method.
|
||
|
||
You can call it using the ``call`` method: ``x.call(PI)``.
|
||
|
||
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 = Sprite2D.new()
|
||
|
||
If the variable is initialized within the declaration, the type can be inferred, so
|
||
it's possible to omit the type name::
|
||
|
||
var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'.
|
||
var my_node := Sprite2D.new() # 'my_node' is of type 'Sprite2D'.
|
||
|
||
Type inference is only possible if the assigned value has a defined type, otherwise
|
||
it will raise an error.
|
||
|
||
Valid types are:
|
||
|
||
- Built-in types (Array, Vector2, int, String, etc.).
|
||
- Engine classes (Node, Resource, 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.
|
||
- Autoloads registered as singletons.
|
||
|
||
Casting
|
||
^^^^^^^
|
||
|
||
Values assigned to typed variables must have a compatible type. If it's needed to
|
||
coerce a value to be of a certain type, in particular for object types, you can
|
||
use the casting operator ``as``.
|
||
|
||
Casting between object types results in the same object if the value is of the
|
||
same type or a subtype of the cast type.
|
||
|
||
::
|
||
|
||
var my_node2D: Node2D
|
||
my_node2D = $Sprite2D as Node2D # Works since Sprite2D is a subtype of Node2D.
|
||
|
||
If the value is not a subtype, the casting operation will result in a ``null`` value.
|
||
|
||
::
|
||
|
||
var my_node2D: Node2D
|
||
my_node2D = $Button as Node2D # Results in 'null' since a Button is not a subtype of Node2D.
|
||
|
||
For built-in types, they will be forcibly converted if possible, otherwise the
|
||
engine will raise an error.
|
||
|
||
::
|
||
|
||
var my_int: int
|
||
my_int = "123" as int # The string can be converted to int.
|
||
my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error.
|
||
|
||
Casting is also useful to have better type-safe variables when interacting with
|
||
the scene tree::
|
||
|
||
# Will infer the variable to be of type Sprite2D.
|
||
var my_sprite := $Character as Sprite2D
|
||
|
||
# Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
|
||
($AnimPlayer as AnimationPlayer).play("walk")
|
||
|
||
Constants
|
||
~~~~~~~~~
|
||
|
||
Constants are values you cannot change when the game is running.
|
||
Their value must be known at compile-time. Using the
|
||
``const`` keyword allows you to give a constant value a name. Trying to assign a
|
||
value to a constant after it's declared will give you an error.
|
||
|
||
We recommend using constants whenever a value is not meant to change.
|
||
|
||
::
|
||
|
||
const A = 5
|
||
const B = Vector2(20, 20)
|
||
const C = 10 + 20 # Constant expression.
|
||
const D = Vector2(20, 30).x # Constant expression: 20.
|
||
const E = [1, 2, 3, 4][0] # Constant expression: 1.
|
||
const F = sin(20) # 'sin()' can be used in constant expressions.
|
||
const G = x + 20 # Invalid; this is not a constant expression!
|
||
const H = A + 20 # Constant expression: 25 (`A` is a constant).
|
||
|
||
Although the type of constants is inferred from the assigned value, it's also
|
||
possible to add explicit type specification::
|
||
|
||
const A: int = 5
|
||
const B: Vector2 = Vector2()
|
||
|
||
Assigning a value of an incompatible type will raise an error.
|
||
|
||
You can also create constants inside a function, which is useful to name local
|
||
magic values.
|
||
|
||
.. note::
|
||
|
||
Since objects, 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``.
|
||
|
||
If a function contains only one line of code, it can be written on one line::
|
||
|
||
func square(a): return a * a
|
||
|
||
func hello_world(): print("Hello World")
|
||
|
||
func empty_function(): pass
|
||
|
||
Functions can also have type specification for the arguments and for the return
|
||
value. Types for arguments can be added in a similar way to variables::
|
||
|
||
func my_function(a: int, b: String):
|
||
pass
|
||
|
||
If a function argument has a default value, it's possible to infer the type::
|
||
|
||
func my_function(int_arg := 42, String_arg := "string"):
|
||
pass
|
||
|
||
The return type of the function can be specified after the arguments list using
|
||
the arrow token (``->``)::
|
||
|
||
func my_int_function() -> int:
|
||
return 0
|
||
|
||
Functions that have a return type **must** return a proper value. Setting the
|
||
type as ``void`` means the function doesn't return anything. Void functions can
|
||
return early with the ``return`` keyword, but they can't return any value.
|
||
|
||
::
|
||
|
||
func void_function() -> void:
|
||
return # Can't return a value.
|
||
|
||
.. note:: Non-void functions must **always** return a value, so if your code has
|
||
branching statements (such as an ``if``/``else`` construct), all the
|
||
possible paths must have a return. E.g., if you have a ``return``
|
||
inside an ``if`` block but not after it, the editor will raise an
|
||
error because if the block is not executed, the function won't have a
|
||
valid value to return.
|
||
|
||
Referencing functions
|
||
^^^^^^^^^^^^^^^^^^^^^
|
||
|
||
Functions are first-class items in terms of the :ref:`Callable <class_Callable>` object. Referencing a
|
||
function by name without calling it will automatically generate the proper
|
||
callable. This can be used to pass functions as arguments.
|
||
|
||
::
|
||
|
||
func map(arr: Array, function: Callable) -> Array:
|
||
var result = []
|
||
for item in arr:
|
||
result.push_back(function.call(item))
|
||
return result
|
||
|
||
func add1(value: int) -> int:
|
||
return value + 1;
|
||
|
||
func _ready() -> void:
|
||
var my_array = [1, 2, 3]
|
||
var plus_one = map(my_array, add1)
|
||
print(plus_one) # Prints [2, 3, 4].
|
||
|
||
.. note:: Callables **must** be called with the ``call`` method. You cannot use
|
||
the ``()`` operator directly. This behavior is implemented to avoid
|
||
performance issues on direct function calls.
|
||
|
||
Lambda functions
|
||
^^^^^^^^^^^^^^^^
|
||
|
||
Lambda functions allow you to declare functions that do not belong to a class. Instead a :ref:`Callable <class_Callable>` object is created and assigned to a variable directly.
|
||
This can be useful to create Callables to pass around without polluting the class scope.
|
||
|
||
::
|
||
|
||
var lambda = func(x): print(x)
|
||
lambda.call(42) # Prints "42"
|
||
|
||
Lambda functions can be named for debugging purposes::
|
||
|
||
var lambda = func my_lambda(x):
|
||
print(x)
|
||
|
||
Lambda functions capture the local environment. Local variables are passed by value, so they won't be updated in the lambda if changed in the local function::
|
||
|
||
var x = 42
|
||
var my_lambda = func(): print(x)
|
||
my_lambda.call() # Prints "42"
|
||
x = "Hello"
|
||
my_lambda.call() # Prints "42"
|
||
|
||
.. note:: The values of the outer scope behave like constants. Therefore, if you declare an array or dictionary, it can still be modified afterwards.
|
||
|
||
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
|
||
|
||
Lambdas cannot be declared static.
|
||
|
||
|
||
Statements and control flow
|
||
~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
Statements are standard and can be assignments, function calls, control
|
||
flow structures, etc (see below). ``;`` as a statement separator is
|
||
entirely optional.
|
||
|
||
Expressions
|
||
^^^^^^^^^^^
|
||
|
||
Expressions are sequences of operators and their operands in orderly fashion. An expression by itself can be a
|
||
statement too, though only calls are reasonable to use as statements since other expressions don't have side effects.
|
||
|
||
Expressions return values that can be assigned to valid targets. Operands to some operator can be another
|
||
expression. An assignment is not an expression and thus does not return any value.
|
||
|
||
Here are some examples of expressions::
|
||
|
||
2 + 2 # Binary operation.
|
||
-5 # Unary operation.
|
||
"okay" if x > 4 else "not okay" # Ternary operation.
|
||
x # Identifier representing variable or constant.
|
||
x.a # Attribute access.
|
||
x[4] # Subscript access.
|
||
x > 2 or x < 5 # Comparisons and logic operators.
|
||
x == y + 2 # Equality test.
|
||
do_something() # Function call.
|
||
[1, 2, 3] # Array definition.
|
||
{A = 1, B = 2} # Dictionary definition.
|
||
preload("res://icon.png") # Preload builtin function.
|
||
self # Reference to current instance.
|
||
|
||
Identifiers, attributes, and subscripts are valid assignment targets. Other expressions cannot be on the left side of
|
||
an assignment.
|
||
|
||
if/else/elif
|
||
^^^^^^^^^^^^
|
||
|
||
Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
|
||
Parenthesis around conditions are allowed, but not required. Given the
|
||
nature of the tab-based indentation, ``elif`` can be used instead of
|
||
``else``/``if`` to maintain a level of indentation.
|
||
|
||
::
|
||
|
||
if (expression):
|
||
statement(s)
|
||
elif (expression):
|
||
statement(s)
|
||
else:
|
||
statement(s)
|
||
|
||
Short statements can be written on the same line as the condition::
|
||
|
||
if 1 + 1 == 2: return 2 + 2
|
||
else:
|
||
var x = 3 + 3
|
||
return x
|
||
|
||
Sometimes, you might want to assign a different initial value based on a
|
||
boolean expression. In this case, ternary-if expressions come in handy::
|
||
|
||
var x = (value) if (expression) else (value)
|
||
y += 3 if y < 10 else -1
|
||
|
||
Ternary-if expressions can be nested to handle more than 2 cases. When nesting
|
||
ternary-if expressions, it is recommended to wrap the complete expression over
|
||
multiple lines to preserve readability::
|
||
|
||
var count = 0
|
||
|
||
var fruit = (
|
||
"apple" if count == 2
|
||
else "pear" if count == 1
|
||
else "banana" if count == 0
|
||
else "orange"
|
||
)
|
||
print(fruit) # banana
|
||
|
||
# Alternative syntax with backslashes instead of parentheses (for multi-line expressions).
|
||
# Less lines required, but harder to refactor.
|
||
var fruit_alt = \
|
||
"apple" if count == 2 \
|
||
else "pear" if count == 1 \
|
||
else "banana" if count == 0 \
|
||
else "orange"
|
||
print(fruit_alt) # banana
|
||
|
||
You may also wish to check if a value is contained within something. You can
|
||
use an ``if`` statement combined with the ``in`` operator to accomplish this::
|
||
|
||
# Check if a letter is in a string.
|
||
var text = "abc"
|
||
if 'b' in text: print("The string contains b")
|
||
|
||
# Check if a variable is contained within a node.
|
||
if "varName" in get_parent(): print("varName is defined in parent!")
|
||
|
||
while
|
||
^^^^^
|
||
|
||
Simple loops are created by using ``while`` syntax. Loops can be broken
|
||
using ``break`` or continued using ``continue``:
|
||
|
||
::
|
||
|
||
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)).
|
||
|
||
If you want to assign values on an array as it is being iterated through, it
|
||
is best to use ``for i in array.size()``.
|
||
|
||
::
|
||
for i in array.size():
|
||
array[i] = "Hello World"
|
||
|
||
|
||
The loop variable is local to the for-loop and assigning to it will not change
|
||
the value on the array. Objects passed by reference (such as nodes) can still
|
||
be manipulated by calling methods on the loop variable.
|
||
|
||
::
|
||
for string in string_array:
|
||
string = "Hello World" # This has no effect
|
||
|
||
for node in node_array:
|
||
node.add_to_group("Cool_Group") # This has an effect
|
||
|
||
match
|
||
^^^^^
|
||
|
||
A ``match`` statement is used to branch execution of a program.
|
||
It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
|
||
|
||
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.
|
||
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 use
|
||
the ``@icon`` annotation with a path to an image, to use it as an icon. Your
|
||
class will then appear with its new icon in the editor::
|
||
|
||
# Item.gd
|
||
|
||
extends Node
|
||
class_name Item
|
||
@icon("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)
|
||
|
||
If you want to use ``extends`` too, you can keep both on the same line::
|
||
|
||
class_name MyNode extends Node
|
||
|
||
.. 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
|
||
|
||
.. note::
|
||
|
||
If inheritance is not explicitly defined, the class will default to inheriting
|
||
:ref:`class_RefCounted`.
|
||
|
||
To check if a given instance inherits from a given class,
|
||
the ``is`` keyword can be used::
|
||
|
||
# Cache the enemy class.
|
||
const Enemy = preload("enemy.gd")
|
||
|
||
# [...]
|
||
|
||
# Use 'is' to check inheritance.
|
||
if entity is Enemy:
|
||
entity.apply_damage()
|
||
|
||
To call a function in a *super class* (i.e. one ``extend``-ed in your current
|
||
class), use the ``super`` keyword::
|
||
|
||
super(args)
|
||
|
||
This is especially useful because functions in extending classes replace
|
||
functions with the same name in their super classes. If you still want to
|
||
call them, you can use ``super``::
|
||
|
||
func some_func(x):
|
||
super(x) # Calls the same function on the super class.
|
||
|
||
If you need to call a different function from the super class, you can specify
|
||
the function name with the attribute operator::
|
||
|
||
func overriding():
|
||
return 0 # This overrides the method in the base class.
|
||
|
||
func dont_override():
|
||
return super.overriding() # This calls the method as defined in the base class.
|
||
|
||
|
||
Class constructor
|
||
^^^^^^^^^^^^^^^^^
|
||
|
||
The class constructor, called on class instantiation, is named ``_init``. If you
|
||
want to call the base class constructor, you can also use the ``super`` syntax.
|
||
Note that every class has an implicit constructor that it's always called
|
||
(defining the default values of class variables). ``super`` is used to call the
|
||
explicit constructor::
|
||
|
||
func _init(arg):
|
||
super("some_default", arg) # Call the custom base constructor.
|
||
|
||
This is better explained through examples. Consider this scenario::
|
||
|
||
# State.gd (inherited class).
|
||
var entity = null
|
||
var message = null
|
||
|
||
|
||
func _init(e=null):
|
||
entity = e
|
||
|
||
|
||
func enter(m):
|
||
message = m
|
||
|
||
|
||
# Idle.gd (inheriting class).
|
||
extends "State.gd"
|
||
|
||
|
||
func _init(e=null, m=null):
|
||
super(e)
|
||
# Do something with 'e'.
|
||
message = m
|
||
|
||
There are a few things to keep in mind here:
|
||
|
||
1. If the inherited class (``State.gd``) defines a ``_init`` constructor that takes
|
||
arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must*
|
||
define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``.
|
||
2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``.
|
||
3. In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
|
||
in to ``Idle.gd``.
|
||
4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
|
||
to the ``State.gd`` base class, even if it does nothing. This brings us to the fact that you
|
||
can pass expressions to the base constructor as well, not just variables, e.g.::
|
||
|
||
# Idle.gd
|
||
|
||
func _init():
|
||
super(5)
|
||
|
||
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`.
|
||
|
||
.. _doc_gdscript_tool_mode:
|
||
|
||
|
||
Properties
|
||
~~~~~~~~~~
|
||
|
||
Sometimes you want a class' member variable to do more than just hold data and actually perform
|
||
some validation or computation whenever its value change. It may also be desired to
|
||
encapsulate its access in some way.
|
||
|
||
For this, GDScript provides a special syntax to define properties using the ``set`` and ``get``
|
||
keywords after a variable declaration. Then you can define a code block that will be executed
|
||
when the variable is accessed or assigned.
|
||
|
||
Example::
|
||
|
||
var milliseconds: int = 0
|
||
var seconds: int:
|
||
get:
|
||
return milliseconds / 1000
|
||
set(value):
|
||
milliseconds = value * 1000
|
||
|
||
Using the variable name inside its own setter or getter will directly access the underlying member, so it
|
||
won't generate infinite recursion and saves you from explicitly declaring another variable::
|
||
|
||
signal changed(new_value)
|
||
var warns_when_changed = "some value":
|
||
get:
|
||
return warns_when_changed
|
||
set(value):
|
||
changed.emit(value)
|
||
warns_when_changed = value
|
||
|
||
This backing member variable is not created if you don't use it.
|
||
|
||
.. note::
|
||
|
||
Unlike ``setget`` in previous Godot versions, the properties setter and getter are **always** called,
|
||
even when accessed inside the same class (with or without prefixing with ``self.``). This makes the behavior
|
||
consistent. If you need direct access to the value, use another variable for direct access and make the property
|
||
code use that name.
|
||
|
||
In case you want to split the code from the variable declaration or you need to share the code across multiple properties,
|
||
you can use a different notation to use existing class functions::
|
||
|
||
var my_prop:
|
||
get = get_my_prop, set = set_my_prop
|
||
|
||
This can also be done in the same line.
|
||
|
||
Tool mode
|
||
~~~~~~~~~
|
||
|
||
By default, scripts don't run inside the editor and only the exported
|
||
properties can be changed. In some cases, it is desired that they do run
|
||
inside the editor (as long as they don't execute game code or manually
|
||
avoid doing so). For this, the ``@tool`` annotation exists and must be
|
||
placed at the top of the file::
|
||
|
||
@tool
|
||
extends Button
|
||
|
||
func _ready():
|
||
print("Hello")
|
||
|
||
|
||
See :ref:`doc_running_code_in_the_editor` for more information.
|
||
|
||
.. warning:: Be cautious when freeing nodes with ``queue_free()`` or ``free()``
|
||
in a tool script (especially the script's owner itself). As tool
|
||
scripts run their code in the editor, misusing them may lead to
|
||
crashing the editor.
|
||
|
||
.. _doc_gdscript_basics_memory_management:
|
||
|
||
Memory management
|
||
~~~~~~~~~~~~~~~~~
|
||
|
||
Godot implements reference counting to free certain instances that are no longer
|
||
used, instead of a garbage collector, or requiring purely manual management.
|
||
Any instance of the :ref:`class_RefCounted` class (or any class that inherits
|
||
it, such as :ref:`class_Resource`) will be freed automatically when no longer
|
||
in use. For an instance of any class that is not a :ref:`class_RefCounted`
|
||
(such as :ref:`class_Node` or the base :ref:`class_Object` type), it will
|
||
remain in memory until it is deleted with ``free()`` (or ``queue_free()``
|
||
for Nodes).
|
||
|
||
.. note::
|
||
|
||
If a :ref:`class_Node` is deleted via ``free()`` or ``queue_free()``,
|
||
all of its children will also recursively be deleted.
|
||
|
||
To avoid reference cycles that can't be freed, a :ref:`class_WeakRef`
|
||
function is provided for creating weak references, which allow access
|
||
to the object without preventing a :ref:`class_RefCounted` from freeing.
|
||
Here is an example:
|
||
|
||
|
||
::
|
||
|
||
extends Node
|
||
|
||
var my_file_ref
|
||
|
||
func _ready():
|
||
var f = File.new()
|
||
my_file_ref = weakref(f)
|
||
# the File class inherits RefCounted, so it will be freed when not in use
|
||
|
||
# the WeakRef will not prevent f from being freed when other_node is finished
|
||
other_node.use_file(f)
|
||
|
||
func _this_is_called_later():
|
||
var my_file = my_file_ref.get_ref()
|
||
if my_file:
|
||
my_file.close()
|
||
|
||
Alternatively, when not using references, the
|
||
``is_instance_valid(instance)`` can be used to check if an object has been
|
||
freed.
|
||
|
||
.. _doc_gdscript_signals:
|
||
|
||
Signals
|
||
~~~~~~~
|
||
|
||
Signals are a tool to emit messages from an object that other objects can react
|
||
to. To create custom signals for a class, use the ``signal`` keyword.
|
||
|
||
::
|
||
|
||
extends Node
|
||
|
||
|
||
# A signal named health_depleted.
|
||
signal health_depleted
|
||
|
||
.. note::
|
||
|
||
Signals are a `Callback
|
||
<https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
|
||
mechanism. They also fill the role of Observers, a common programming
|
||
pattern. For more information, read the `Observer tutorial
|
||
<https://gameprogrammingpatterns.com/observer.html>`_ in the
|
||
Game Programming Patterns ebook.
|
||
|
||
You can connect these signals to methods the same way you connect built-in
|
||
signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody3D`.
|
||
|
||
In the example below, we connect the ``health_depleted`` signal from a
|
||
``Character`` node to a ``Game`` node. When the ``Character`` node emits the
|
||
signal, the game node's ``_on_Character_health_depleted`` is called::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
character_node.health_depleted.connect(_on_Character_health_depleted)
|
||
|
||
|
||
func _on_Character_health_depleted():
|
||
get_tree().reload_current_scene()
|
||
|
||
You can emit as many arguments as you want along with a signal.
|
||
|
||
Here is an example where this is useful. Let's say we want a life bar on screen
|
||
to react to health changes with an animation, but we want to keep the user
|
||
interface separate from the player in our scene tree.
|
||
|
||
In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
|
||
it with :ref:`Signal.emit() <class_Signal_method_emit>`, and from
|
||
a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
|
||
the :ref:`Signal.connect() <class_Signal_method_connect>` method::
|
||
|
||
# Character.gd
|
||
|
||
...
|
||
signal health_changed
|
||
|
||
|
||
func take_damage(amount):
|
||
var old_health = health
|
||
health -= amount
|
||
|
||
# We emit the health_changed signal every time the
|
||
# character takes damage.
|
||
health_changed.emit(old_health, health)
|
||
...
|
||
|
||
::
|
||
|
||
# Lifebar.gd
|
||
|
||
# Here, we define a function to use as a callback when the
|
||
# character's health_changed signal is emitted.
|
||
|
||
...
|
||
func _on_Character_health_changed(old_value, new_value):
|
||
if old_value > new_value:
|
||
progress_bar.modulate = Color.red
|
||
else:
|
||
progress_bar.modulate = Color.green
|
||
|
||
# Imagine that `animate` is a user-defined function that animates the
|
||
# bar filling up or emptying itself.
|
||
progress_bar.animate(old_value, new_value)
|
||
...
|
||
|
||
In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
|
||
connect the character, that emits the signal, to the receiver, the ``Lifebar``
|
||
node in this case.
|
||
|
||
::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
var lifebar_node = get_node('UserInterface/Lifebar')
|
||
|
||
character_node.health_changed.connect(lifebar_node._on_Character_health_changed)
|
||
|
||
This allows the ``Lifebar`` to react to health changes without coupling it to
|
||
the ``Character`` node.
|
||
|
||
You can write optional argument names in parentheses after the signal's
|
||
definition::
|
||
|
||
# Defining a signal that forwards two arguments.
|
||
signal health_changed(old_value, new_value)
|
||
|
||
These arguments show up in the editor's node dock, and Godot can use them to
|
||
generate callback functions for you. However, you can still emit any number of
|
||
arguments when you emit signals; it's up to you to emit the correct values.
|
||
|
||
.. image:: img/gdscript_basics_signals_node_tab_1.png
|
||
|
||
GDScript can bind an array of values to connections between a signal
|
||
and a method. When the signal is emitted, the callback method receives
|
||
the bound values. These bound arguments are unique to each connection,
|
||
and the values will stay the same.
|
||
|
||
You can use this array of values to add extra constant information to the
|
||
connection if the emitted signal itself doesn't give you access to all the data
|
||
that you need.
|
||
|
||
Building on the example above, let's say we want to display a log of the damage
|
||
taken by each character on the screen, like ``Player1 took 22 damage.``. The
|
||
``health_changed`` signal doesn't give us the name of the character that took
|
||
damage. So when we connect the signal to the in-game console, we can add the
|
||
character's name in the binds array argument::
|
||
|
||
# Game.gd
|
||
|
||
func _ready():
|
||
var character_node = get_node('Character')
|
||
var battle_log_node = get_node('UserInterface/BattleLog')
|
||
|
||
character_node.health_changed.connect(battle_log_node._on_Character_health_changed, [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."
|
||
|
||
|
||
Awaiting for signals
|
||
~~~~~~~~~~~~~~~~~~~~
|
||
|
||
The ``await`` keyword can be used to create `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
|
||
which waits until a signal is emitted before continuing execution. Using the ``await`` keyword with a signal or a
|
||
call to a function that is also a coroutine will immediately return the control to the caller. When the signal is
|
||
emitted (or the called coroutine finishes), it will resume execution from the point on where it stopped.
|
||
|
||
For example, to stop execution until the user presses a button, you can do something like this::
|
||
|
||
func wait_confirmation():
|
||
print("Prompting user")
|
||
await $Button.button_up # Waits for the button_up signal from Button node.
|
||
print("User confirmed")
|
||
return true
|
||
|
||
In this case, the ``wait_confirmation`` becomes a coroutine, which means that the caller also needs to await for it::
|
||
|
||
func request_confirmation():
|
||
print("Will ask the user")
|
||
var confirmed = await wait_confirmation()
|
||
if confirmed:
|
||
print("User confirmed")
|
||
else:
|
||
print("User cancelled")
|
||
|
||
Note that requesting a coroutine's return value without ``await`` will trigger an error::
|
||
|
||
func wrong():
|
||
var confirmed = wait_confirmation() # Will give an error.
|
||
|
||
However, if you don't depend on the result, you can just call it asynchronously, which won't stop execution and won't
|
||
make the current function a coroutine::
|
||
|
||
func okay():
|
||
wait_confirmation()
|
||
print("This will be printed immediately, before the user press the button.")
|
||
|
||
If you use await with an expression that isn't a signal nor a coroutine, the value will be returned immediately and the
|
||
function won't give the control back to the caller::
|
||
|
||
func no_wait():
|
||
var x = await get_five()
|
||
print("This doesn't make this function a coroutine.")
|
||
|
||
func get_five():
|
||
return 5
|
||
|
||
This also means that returning a signal from a function that isn't a coroutine will make the caller await on that signal::
|
||
|
||
func get_signal():
|
||
return $Button.button_up
|
||
|
||
func wait_button():
|
||
await get_signal()
|
||
print("Button was pressed")
|
||
|
||
.. note:: Unlike ``yield`` in previous Godot versions, you cannot obtain the function state object.
|
||
This is done to ensure type safety.
|
||
With this type safety in place, a function cannot say that it returns an ``int`` while it actually returns a function state object
|
||
during runtime.
|
||
|
||
.. _doc_gdscript_onready_annotation:
|
||
|
||
`@onready` annotation
|
||
~~~~~~~~~~~~~~~~~~~~~
|
||
|
||
When using nodes, it's common to desire to keep references to parts
|
||
of the scene in a variable. As scenes are only warranted to be
|
||
configured when entering the active scene tree, the sub-nodes can only
|
||
be obtained when a call to ``Node._ready()`` is made.
|
||
|
||
::
|
||
|
||
var my_label
|
||
|
||
|
||
func _ready():
|
||
my_label = get_node("MyLabel")
|
||
|
||
This can get a little cumbersome, especially when nodes and external
|
||
references pile up. For this, GDScript has the ``@onready`` annotation, that
|
||
defers initialization of a member variable until ``_ready()`` is called. It
|
||
can replace the above code with a single line::
|
||
|
||
@onready var my_label = get_node("MyLabel")
|
||
|
||
Assert keyword
|
||
~~~~~~~~~~~~~~
|
||
|
||
The ``assert`` keyword can be used to check conditions in debug builds. These
|
||
assertions are ignored in non-debug builds. This means that the expression
|
||
passed as argument won't be evaluated in a project exported in release mode.
|
||
Due to this, assertions must **not** contain expressions that have
|
||
side effects. Otherwise, the behavior of the script would vary
|
||
depending on whether the project is run in a debug build.
|
||
|
||
::
|
||
|
||
# Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.
|
||
assert(i == 0)
|
||
|
||
When running a project from the editor, the project will be paused if an
|
||
assertion error occurs.
|
||
|
||
You can optionally pass a custom error message to be shown if the assertion
|
||
fails::
|
||
|
||
assert(enemy_power < 256, "Enemy is too powerful!")
|