gdscript_styleguide.rst 6.9 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. Line length
  58. ~~~~~~~~~~~
  59. Keep individual lines of code under 100 characters.
  60. If you can, try to keep lines under 80 characters. This helps to read the code
  61. on small displays and with two scripts opened side-by-side in an external text
  62. editor. For example, when looking at a differential revision.
  63. One statement per line
  64. ~~~~~~~~~~~~~~~~~~~~~~
  65. Never combine multiple statements on a single line. No, C programmers,
  66. not even with a single line conditional statement.
  67. **Good**:
  68. ::
  69. if position.x > width:
  70. position.x = 0
  71. if flag:
  72. print("flagged")
  73. **Bad**:
  74. ::
  75. if position.x > width: position.x = 0
  76. if flag: print("flagged")
  77. The only exception to that rule is the ternary operator:
  78. ::
  79. next_state = "fall" if not is_on_floor() else "idle"
  80. Avoid unnecessary parentheses
  81. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  82. Avoid parentheses in expressions and conditional statements. Unless
  83. necessary for order of operations, they only reduce readability.
  84. **Good**:
  85. ::
  86. if is_colliding():
  87. queue_free()
  88. **Bad**:
  89. ::
  90. if (is_colliding()):
  91. queue_free()
  92. Boolean operators
  93. ~~~~~~~~~~~~~~~~~
  94. Prefer the plain English versions of boolean operators, as they are the most accessible:
  95. - Use ``and`` instead of ``&&``.
  96. - Use ``or`` instead of ``||``.
  97. You may also use parentheses around boolean operators to clear any ambiguity.
  98. This can make long expressions easier to read.
  99. **Good**:
  100. ::
  101. if (foo and bar) or baz:
  102. print("condition is true")
  103. **Bad**:
  104. ::
  105. if foo && bar || baz:
  106. print("condition is true")
  107. Comment spacing
  108. ~~~~~~~~~~~~~~~
  109. Regular comments should start with a space, but not code that you comment out.
  110. This helps differentiate text comments from disabled code.
  111. **Good**:
  112. ::
  113. # This is a comment.
  114. #print("This is disabled code")
  115. **Bad**:
  116. ::
  117. #This is a comment.
  118. # print("This is disabled code")
  119. .. note::
  120. In the script editor, to toggle the selected code commented, press
  121. <kbd>Ctrl</kbd> <kbd>K</kbd>. This feature adds a single # sign at the start
  122. of the selected lines.
  123. Whitespace
  124. ~~~~~~~~~~
  125. Always use one space around operators and after commas. Also, avoid extra spaces
  126. in dictionary references and function calls.
  127. **Good**:
  128. ::
  129. position.x = 5
  130. position.y = target_position.y + 10
  131. dict["key"] = 5
  132. my_array = [4, 5, 6]
  133. print("foo")
  134. **Bad**:
  135. ::
  136. position.x=5
  137. position.y = mpos.y+10
  138. dict ["key"] = 5
  139. myarray = [4,5,6]
  140. print ("foo")
  141. Don't use spaces to align expressions vertically:
  142. ::
  143. x = 100
  144. y = 100
  145. velocity = 500
  146. Quotes
  147. ~~~~~~
  148. Use double quotes unless single quotes make it possible to escape fewer
  149. characters in a given string. See the examples below:
  150. ::
  151. # Normal string.
  152. print("hello world")
  153. # Use double quotes as usual to avoid escapes.
  154. print("hello 'world'")
  155. # Use single quotes as an exception to the rule to avoid escapes.
  156. print('hello "world"')
  157. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  158. print("'hello' \"world\"")
  159. Naming conventions
  160. ------------------
  161. These naming conventions follow the Godot Engine style. Breaking these
  162. will make your code clash with the built-in naming conventions, which is
  163. ugly.
  164. Classes and nodes
  165. ~~~~~~~~~~~~~~~~~
  166. Use PascalCase for class and node names:
  167. ::
  168. extends KinematicBody
  169. Also use PascalCase when loading a class into a constant or a variable:
  170. ::
  171. const Weapon = preload("res://weapon.gd")
  172. Functions and variables
  173. ~~~~~~~~~~~~~~~~~~~~~~~
  174. Use snake\_case to name functions and variables:
  175. ::
  176. var particle_effect
  177. func load_level():
  178. Prepend a single underscore (\_) to virtual methods functions the user must
  179. override, private functions, and private variables:
  180. ::
  181. var _counter = 0
  182. func _recalculate_path():
  183. Signals
  184. ~~~~~~~
  185. Use the past tense to name signals:
  186. ::
  187. signal door_opened
  188. signal score_changed
  189. Constants and enums
  190. ~~~~~~~~~~~~~~~~~~~
  191. Write constants with CONSTANT\_CASE, that is to say in all caps with an
  192. underscore (\_) to separate words:
  193. ::
  194. const MAX_SPEED = 200
  195. Use PascalCase for enum *names* and CONSTANT\_CASE for their members, as they
  196. are constants:
  197. ::
  198. enum Element {
  199. EARTH,
  200. WATER,
  201. AIR,
  202. FIRE,
  203. }
  204. Static typing
  205. -------------
  206. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  207. Type hints
  208. ~~~~~~~~~~
  209. Place the colon right after the variable's name, without a space, and let the
  210. GDScript compiler infer the variable's type when possible.
  211. **Good**:
  212. ::
  213. onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  214. var health := 0 # The compiler will use the int type
  215. **Bad**:
  216. ::
  217. # The compiler can't infer the exact type and will use Node
  218. # instead of ProgressBar
  219. onready var health_bar := get_node("UI/LifeBar")
  220. When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``.
  221. ::
  222. var health := 0 # The compiler will use the int type
  223. Add a space on either sides of the return type arrow when defining functions.
  224. ::
  225. func heal(amount: int) -> void: