:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/bool.xml. .. _class_bool: bool ==== Boolean built-in type. Description ----------- Boolean is a built-in type. There are two boolean values: ``true`` and ``false``. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like ``if`` statements. Booleans can be directly used in ``if`` statements. The code below demonstrates this on the ``if can_shoot:`` line. You don't need to use ``== true``, you only need ``if can_shoot:``. Similarly, use ``if not can_shoot:`` rather than ``== false``. .. tabs:: .. code-tab:: gdscript var _can_shoot = true func shoot(): if _can_shoot: pass # Perform shooting actions here. .. code-tab:: csharp private bool _canShoot = true; public void Shoot() { if (_canShoot) { // Perform shooting actions here. } } The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if ``can_shoot`` is ``true``. \ **Note:** ``Input.is_action_pressed("shoot")`` is also a boolean that is ``true`` when "shoot" is pressed and ``false`` when "shoot" isn't pressed. .. tabs:: .. code-tab:: gdscript var _can_shoot = true func shoot(): if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() .. code-tab:: csharp private bool _canShoot = true; public void Shoot() { if (_canShoot && Input.IsActionPressed("shoot")) { CreateBullet(); } } 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. .. tabs:: .. code-tab:: gdscript var _can_shoot = true @onready var _cool_down = $CoolDownTimer func shoot(): if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() _can_shoot = false _cool_down.start() func _on_CoolDownTimer_timeout(): _can_shoot = true .. code-tab:: csharp private bool _canShoot = true; private Timer _coolDown; public override void _Ready() { _coolDown = GetNode("CoolDownTimer"); } public void Shoot() { if (_canShoot && Input.IsActionPressed("shoot")) { CreateBullet(); _canShoot = false; _coolDown.Start(); } } public void OnCoolDownTimerTimeout() { _canShoot = true; } Constructors ------------ +-------------------------+-------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`bool` **(** **)** | +-------------------------+-------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`bool` **(** :ref:`bool` from **)** | +-------------------------+-------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`bool` **(** :ref:`float` from **)** | +-------------------------+-------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`bool` **(** :ref:`int` from **)** | +-------------------------+-------------------------------------------------------------------------------------+ Operators --------- +-------------------------+--------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`operator !=` **(** :ref:`bool` right **)** | +-------------------------+--------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`operator <` **(** :ref:`bool` right **)** | +-------------------------+--------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`operator ==` **(** :ref:`bool` right **)** | +-------------------------+--------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`operator >` **(** :ref:`bool` right **)** | +-------------------------+--------------------------------------------------------------------------------------------+ Constructor Descriptions ------------------------ .. _class_bool_constructor_bool: - :ref:`bool` **bool** **(** **)** Constructs a default-initialized ``bool`` set to ``false``. ---- - :ref:`bool` **bool** **(** :ref:`bool` from **)** Constructs a ``bool`` as a copy of the given ``bool``. ---- - :ref:`bool` **bool** **(** :ref:`float` from **)** Cast a :ref:`float` value to a boolean value, this method will return ``false`` if ``0.0`` is passed in, and ``true`` for all other floats. ---- - :ref:`bool` **bool** **(** :ref:`int` from **)** Cast an :ref:`int` value to a boolean value, this method will return ``false`` if ``0`` is passed in, and ``true`` for all other ints. Operator Descriptions --------------------- .. _class_bool_operator_neq_bool: - :ref:`bool` **operator !=** **(** :ref:`bool` right **)** Returns ``true`` if two bools are different, i.e. one is ``true`` and the other is ``false``. ---- .. _class_bool_operator_lt_bool: - :ref:`bool` **operator <** **(** :ref:`bool` right **)** Returns ``true`` if the left operand is ``false`` and the right operand is ``true``. ---- .. _class_bool_operator_eq_bool: - :ref:`bool` **operator ==** **(** :ref:`bool` right **)** Returns ``true`` if two bools are equal, i.e. both are ``true`` or both are ``false``. ---- .. _class_bool_operator_gt_bool: - :ref:`bool` **operator >** **(** :ref:`bool` right **)** Returns ``true`` if the left operand is ``true`` and the right operand is ``false``. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`