Files
godot-vscode-plugin/syntaxes/examples/gdscript1.gd
2022-08-06 09:07:31 +02:00

224 lines
4.9 KiB
GDScript

extends Node
class_name TestClass
# ******************************************************************************
var a
remote var b = 10.0
remotesync var c := 20
master var d :int = 30
puppet var e :int
signal sig_a
signal sig_b()
signal sig_c(param1, param2)
# signal sig_d(param1: int, param2: Dictionary)
# signal sig_e(
# param1: int, # first param
# param2: Dictionary,
# )
# ------------------------------------------------------------------------------
var f = 40 setget set_f
func set_f(value):
pass
var g:int setget set_g, get_g
func set_g(value: int=0) -> void:
pass
var h:float = 1.0 setget set_h, get_h
func set_h(value: int=0) -> void:
pass
func get_g() -> int:
return 0
# ------------------------------------------------------------------------------
func func_a(param1, param2, param3):
self.test()
$Node.get_node('Foo')
$Node.has_node('Foo')
$Node.find_node('Foo')
$Node.get_node_or_null('Foo')
print($Node.has_node('Foo'))
print(NodePath('Foo'))
print(NodePath("Foo"))
pass
func func_b(param1, param2=func_a(10, 1.0, 'test')) -> void:
pass
func func_b1(param1 = false, param2: bool = false, param3 := false):
pass
func func_b2(param1 = 10, param2: int = 100, param3 := 1000):
pass
func func_b3(param1 = 1.0, param2: float = 10.0, param3 := 100.001):
pass
func func_b4(param1 = 'foo', param2: String = 'bar', param3 := 'foobar'):
pass
func func_b5(
param1 = 'foo', # comment
param2: String = 'bar',
param3: float = 3.14159,
param4:='foobar',
param5:=1000,
param6:=[],
param7:={},
param8:=func_a(),
param9:=Vector2(0, 1),
param10:=Vector2(0, 0),
param11:=Color(1, 1, 1, 0.5),
param12:=NodePath('Foo')
) -> void:
pass
var dict = {
a = 0,
b = 0.0,
c = 'test',
}
func func_c(
param1: int = 10,
param2 := 1.0,
param3: String = 'string',
param4 := {a=0, b=0.0, c='test'}
):
pass
# ------------------------------------------------------------------------------
var q = "double quotes"
var r = 'single quotes'
var s = """
triple double quotes
"""
var t = '''triple single quotes''' # this should be red because it's invalid
# ------------------------------------------------------------------------------
var IS_CONSTANT
var not_CONSTANT
var ALSO_NOT_constant
var CONSTANT_not
# ------------------------------------------------------------------------------
onready var node_a = $Child
onready var node_b = $Child/GrandChild
onready var node_bb = $Child/GrandChild/GreatGrandChild
onready var node_bbb = $Child/GrandChild/GreatGrandChild/GreatGreatGrandChild
onready var node_c = $"../Sibling"
onready var node_cc = $'../Sibling'
onready var node_d = $'..' # parent
onready var node_e = $"../.." # grandparent
onready var node_f = get_node('Child')
onready var node_g = get_node("Child/GrandChild")
onready var node_h = get_node("../Sibling")
if has_node('Child') and get_node('Child').has_node('GrandChild'):
pass
#! NOTE: scene unique nodes can only appear inside quoted nodepaths, not
#! naked ones using the $ operator
onready var bad_unique_nodepath_a = $%Unique
onready var bad_unique_nodepath_b = $Child/%Unique
onready var bad_unique_nodepath_c = $Child/GrandChild/%Unique
onready var bad_unique_nodepath_c = $Child/%Unique/ChildOfUnique
onready var node_i = $"%Unique"
onready var node_ii = get_node("%Unique")
onready var node_iii = NodePath("%Unique")
onready var node_j = $'%Unique/Child'
onready var node_jj = get_node('%Unique/Child')
onready var node_jjj = NodePath('%Unique/Child')
onready var node_k = $"%Unique/%UniqueChild"
onready var node_kk = get_node("%Unique/%UniqueChild")
onready var node_kkk = NodePath("%Unique/%UniqueChild")
if has_node('%Unique') and get_node('%Child').has_node('%GrandChild'):
pass
onready var node_i = $badlyNamedChild
onready var node_j = $badlyNamedChild/badly_named_grandchild
var node_path_a = NodePath("Child")
var node_path_b = NodePath('Child/GrandChild')
var node_path_c = NodePath('../Sibling')
# ------------------------------------------------------------------------------
var _script = GDScript.new()
var directions = [
Vector2.UP,
Vector2.DOWN,
Vector2.LEFT,
Vector2.RIGHT,
]
enum test_enum {
VALUE_1,
VALUE_2,
VALUE_3,
}
export(test_enum) var enum_variable = test_enum.VALUE_1
# ------------------------------------------------------------------------------
func if_test():
var some_bool := true
while some_bool:
pass
while (some_bool):
pass
if some_bool:
return some_bool
if (some_bool):
return (some_bool)
elif !some_bool:
return !some_bool
elif !(some_bool):
return !(some_bool)
elif (some_bool):
pass
else:
pass
# ------------------------------------------------------------------------------
class InnerClass:
var some_var = 100
var dict = {
'key_a': some_var,
'key_b': str(10),
key_c = some_var,
key_d = int('10'),
key_e = Color(1, 1, 1),
key_f = Vector2(10, -10)
}
func _ready():
if true and true:
pass
elif false:
while true:
pass
else:
pass
pass