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Changes order of brief/long descriptions and removes category as per godotengine/godot#35132.
89 lines
3.5 KiB
ReStructuredText
89 lines
3.5 KiB
ReStructuredText
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.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the bool.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_bool:
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bool
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====
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Boolean built-in type.
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Description
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-----------
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Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting . It's often used as part of programming logic in condition statements like ``if`` statements.
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**Note:** In a code below ``if can_shoot`` is equivalent of ``if can_shoot == true``. It is good practice to follow the natural spoken language structure when possible. Use ``if can_shoot`` rather than ``if can_shoot == true`` and use ``if not can_shoot`` rather than ``if can_shoot == false``.
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::
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var can_shoot = true
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func shoot():
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if can_shoot:
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# Perform shooting actions here.
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The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if ``can_shoot`` is ``true``.
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**Note:** ``Input.is_action_pressed("shoot")`` is also a boolean that is ``true`` when "shoot" is pressed and ``false`` when "shoot" isn't pressed.
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::
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var can_shoot = true
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func shoot():
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if can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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The following code will set ``can_shoot`` to ``false`` and start a timer. This will prevent player from shooting until the timer runs out. Next ``can_shoot`` will be set to ``true`` again allowing player to shoot once again.
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::
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var can_shoot = true
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onready var cool_down = $CoolDownTimer
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func shoot():
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if can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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can_shoot = false
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cool_down.start()
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func _on_CoolDownTimer_timeout():
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can_shoot = true
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Methods
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-------
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+-------------------------+----------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`bool<class_bool_method_bool>` **(** :ref:`int<class_int>` from **)** |
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+-------------------------+----------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`bool<class_bool_method_bool>` **(** :ref:`float<class_float>` from **)** |
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+-------------------------+----------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`bool<class_bool_method_bool>` **(** :ref:`String<class_String>` from **)** |
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+-------------------------+----------------------------------------------------------------------------------+
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Method Descriptions
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-------------------
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.. _class_bool_method_bool:
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- :ref:`bool<class_bool>` **bool** **(** :ref:`int<class_int>` from **)**
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Cast an :ref:`int<class_int>` value to a boolean value, this method will return ``true`` if called with an integer value different to 0 and ``false`` in other case.
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----
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- :ref:`bool<class_bool>` **bool** **(** :ref:`float<class_float>` from **)**
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Cast a :ref:`float<class_float>` value to a boolean value, this method will return ``true`` if called with a floating-point value different to 0 and ``false`` in other case.
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----
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- :ref:`bool<class_bool>` **bool** **(** :ref:`String<class_String>` from **)**
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Cast a :ref:`String<class_String>` value to a boolean value, this method will return ``true`` if called with a non-empty string and ``false`` in other case. Examples: ``bool("False")`` returns ``true``, ``bool("")`` returns ``false``.
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