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gdscript_styleguide.rst 6.6 KB

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  1. .. _doc_gdscript_styleguide:
  2. GDScript style guide
  3. ====================
  4. Description
  5. -----------
  6. This styleguide lists conventions to write elegant GDScript. The goal is
  7. to encourage writing clean, readable code and promote consistency across
  8. projects, discussions, and tutorials. Hopefully, this will also
  9. encourage development of auto-formatting tools.
  10. Since GDScript is close to Python, this guide is inspired by Python's
  11. `PEP 8 <https://www.python.org/dev/peps/pep-0008/>`__ programming
  12. styleguide.
  13. .. note:: Godot's built-in script editor uses a lot of these conventions
  14. by default. Let it help you.
  15. Code structure
  16. --------------
  17. Indentation
  18. ~~~~~~~~~~~
  19. Indent type: Tabs *(editor default)*
  20. Indent size: 4 *(editor default)*
  21. Each indent level should be one greater than the block containing it.
  22. **Good**:
  23. ::
  24. for i in range(10):
  25. print("hello")
  26. **Bad**:
  27. ::
  28. for i in range(10):
  29. print("hello")
  30. for i in range(10):
  31. print("hello")
  32. Use 2 indent levels to distinguish continuation lines from
  33. regular code blocks.
  34. **Good**:
  35. ::
  36. effect.interpolate_property(sprite, "transform/scale",
  37. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  38. Tween.TRANS_QUAD, Tween.EASE_OUT)
  39. **Bad**:
  40. ::
  41. effect.interpolate_property(sprite, "transform/scale",
  42. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  43. Tween.TRANS_QUAD, Tween.EASE_OUT)
  44. Blank lines
  45. ~~~~~~~~~~~
  46. Surround functions and class definitions with two blank lines:
  47. ::
  48. func heal(amount):
  49. health += amount
  50. health = min(health, max_health)
  51. emit_signal("health_changed", health)
  52. func take_damage(amount, effect=null):
  53. health -= amount
  54. health = max(0, health)
  55. emit_signal("health_changed", health)
  56. Use one blank line inside functions to separate logical sections.
  57. One statement per line
  58. ~~~~~~~~~~~~~~~~~~~~~~
  59. Never combine multiple statements on a single line. No, C programmers,
  60. not even with a single line conditional statement.
  61. **Good**:
  62. ::
  63. if position.x > width:
  64. position.x = 0
  65. if flag:
  66. print("flagged")
  67. **Bad**:
  68. ::
  69. if position.x > width: position.x = 0
  70. if flag: print("flagged")
  71. The only exception to that rule is the ternary operator:
  72. ::
  73. next_state = "fall" if not is_on_floor() else "idle"
  74. Avoid unnecessary parentheses
  75. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  76. Avoid parentheses in expressions and conditional statements. Unless
  77. necessary for order of operations, they only reduce readability.
  78. **Good**:
  79. ::
  80. if is_colliding():
  81. queue_free()
  82. **Bad**:
  83. ::
  84. if (is_colliding()):
  85. queue_free()
  86. Boolean operators
  87. ~~~~~~~~~~~~~~~~~
  88. Prefer the plain English versions of boolean operators, as they are the most accessible:
  89. - Use ``and`` instead of ``&&``.
  90. - Use ``or`` instead of ``||``.
  91. You may also use parentheses around boolean operators to clear any ambiguity.
  92. This can make long expressions easier to read.
  93. **Good**:
  94. ::
  95. if (foo and bar) or baz:
  96. print("condition is true")
  97. **Bad**:
  98. ::
  99. if foo && bar || baz:
  100. print("condition is true")
  101. Comment spacing
  102. ~~~~~~~~~~~~~~~
  103. Regular comments should start with a space, but not code that you comment out.
  104. This helps differentiate text comments from disabled code.
  105. **Good**:
  106. ::
  107. # This is a comment.
  108. #print("This is disabled code")
  109. **Bad**:
  110. ::
  111. This is a comment.
  112. # print("This is disabled code")
  113. .. note::
  114. In the script editor, to toggle the selected code commented, press
  115. <kbd>Ctrl</kbd> <kbd>K</kbd>. This feature adds a single # sign at the start
  116. of the selected lines.
  117. Whitespace
  118. ~~~~~~~~~~
  119. Always use one space around operators and after commas. Also, avoid extra spaces
  120. in dictionary references and function calls.
  121. **Good**:
  122. ::
  123. position.x = 5
  124. position.y = target_position.y + 10
  125. dict["key"] = 5
  126. my_array = [4, 5, 6]
  127. print("foo")
  128. **Bad**:
  129. ::
  130. position.x=5
  131. position.y = mpos.y+10
  132. dict ["key"] = 5
  133. myarray = [4,5,6]
  134. print ("foo")
  135. Don't use spaces to align expressions vertically:
  136. ::
  137. x = 100
  138. y = 100
  139. velocity = 500
  140. Quotes
  141. ~~~~~~
  142. Use double quotes unless single quotes make it possible to escape fewer
  143. characters in a given string. See the examples below:
  144. ::
  145. # Normal string.
  146. print("hello world")
  147. # Use double quotes as usual to avoid escapes.
  148. print("hello 'world'")
  149. # Use single quotes as an exception to the rule to avoid escapes.
  150. print('hello "world"')
  151. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  152. print("'hello' \"world\"")
  153. Naming conventions
  154. ------------------
  155. These naming conventions follow the Godot Engine style. Breaking these
  156. will make your code clash with the built-in naming conventions, which is
  157. ugly.
  158. Classes and nodes
  159. ~~~~~~~~~~~~~~~~~
  160. Use PascalCase for class and node names:
  161. ::
  162. extends KinematicBody
  163. Also use PascalCase when loading a class into a constant or a variable:
  164. ::
  165. const Weapon = preload("res://weapon.gd")
  166. Functions and variables
  167. ~~~~~~~~~~~~~~~~~~~~~~~
  168. Use snake\_case to name functions and variables:
  169. ::
  170. var particle_effect
  171. func load_level():
  172. Prepend a single underscore (\_) to virtual methods functions the user must
  173. override, private functions, and private variables:
  174. ::
  175. var _counter = 0
  176. func _recalculate_path():
  177. Signals
  178. ~~~~~~~
  179. Use the past tense to name signals:
  180. ::
  181. signal door_opened
  182. signal score_changed
  183. Constants and enums
  184. ~~~~~~~~~~~~~~~~~~~
  185. Write constants with CONSTANT\_CASE, that is to say in all caps with an
  186. underscore (\_) to separate words:
  187. ::
  188. const MAX_SPEED = 200
  189. Use PascalCase for enum *names* and CONSTANT\_CASE for their members, as they
  190. are constants:
  191. ::
  192. enum Element {
  193. EARTH,
  194. WATER,
  195. AIR,
  196. FIRE,
  197. }
  198. Static typing
  199. -------------
  200. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  201. Type hints
  202. ~~~~~~~~~~
  203. Place the colon right after the variable's name, without a space, and let the
  204. GDScript compiler infer the variable's type when possible.
  205. **Good**:
  206. ::
  207. onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  208. var health := 0 # The compiler will use the int type
  209. **Bad**:
  210. ::
  211. # The compiler can't infer the exact type and will use Node
  212. # instead of ProgressBar
  213. onready var health_bar := get_node("UI/LifeBar")
  214. When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``.
  215. ::
  216. var health := 0 # The compiler will use the int type
  217. Add a space on either sides of the return type arrow when defining functions.
  218. ::
  219. func heal(amount: int) -> void: