gdscript_styleguide.rst 19 KB

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  1. .. _doc_gdscript_styleguide:
  2. GDScript style guide
  3. ====================
  4. This style guide lists conventions to write elegant GDScript. The goal is to
  5. encourage writing clean, readable code and promote consistency across projects,
  6. discussions, and tutorials. Hopefully, this will also support the development of
  7. auto-formatting tools.
  8. Since GDScript is close to Python, this guide is inspired by Python's
  9. `PEP 8 <https://www.python.org/dev/peps/pep-0008/>`__ programming
  10. style guide.
  11. Style guides aren't meant as hard rulebooks. At times, you may not be able to
  12. apply some of the guidelines below. When that happens, use your best judgment,
  13. and ask fellow developers for insights.
  14. In general, keeping your code consistent in your projects and within your team is
  15. more important than following this guide to a tee.
  16. .. note:: Godot's built-in script editor uses a lot of these conventions
  17. by default. Let it help you.
  18. Here is a complete class example based on these guidelines:
  19. ::
  20. class_name StateMachine
  21. extends Node
  22. # Hierarchical State machine for the player.
  23. # Initializes states and delegates engine callbacks
  24. # (_physics_process, _unhandled_input) to the state.
  25. signal state_changed(previous, new)
  26. export var initial_state = NodePath()
  27. var is_active = true setget set_is_active
  28. onready var _state = get_node(initial_state) setget set_state
  29. onready var _state_name = _state.name
  30. func _init():
  31. add_to_group("state_machine")
  32. func _ready():
  33. connect("state_changed", self, "_on_state_changed")
  34. _state.enter()
  35. func _unhandled_input(event):
  36. _state.unhandled_input(event)
  37. func _physics_process(delta):
  38. _state.physics_process(delta)
  39. func transition_to(target_state_path, msg={}):
  40. if not has_node(target_state_path):
  41. return
  42. var target_state = get_node(target_state_path)
  43. assert(target_state.is_composite == false)
  44. _state.exit()
  45. self._state = target_state
  46. _state.enter(msg)
  47. Events.emit_signal("player_state_changed", _state.name)
  48. func set_is_active(value):
  49. is_active = value
  50. set_physics_process(value)
  51. set_process_unhandled_input(value)
  52. set_block_signals(not value)
  53. func set_state(value):
  54. _state = value
  55. _state_name = _state.name
  56. func _on_state_changed(previous, new):
  57. print("state changed")
  58. emit_signal("state_changed")
  59. .. _formatting:
  60. Formatting
  61. ----------
  62. Encoding and special characters
  63. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  64. * Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor default)*
  65. * Use one line feed character at the end of each file. *(editor default)*
  66. * Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`_. *(editor default)*
  67. * Use **Tabs** instead of spaces for indentation. *(editor default)*
  68. Indentation
  69. ~~~~~~~~~~~
  70. Each indent level should be one greater than the block containing it.
  71. **Good**:
  72. ::
  73. for i in range(10):
  74. print("hello")
  75. **Bad**:
  76. ::
  77. for i in range(10):
  78. print("hello")
  79. for i in range(10):
  80. print("hello")
  81. Use 2 indent levels to distinguish continuation lines from
  82. regular code blocks.
  83. **Good**:
  84. ::
  85. effect.interpolate_property(sprite, "transform/scale",
  86. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  87. Tween.TRANS_QUAD, Tween.EASE_OUT)
  88. **Bad**:
  89. ::
  90. effect.interpolate_property(sprite, "transform/scale",
  91. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  92. Tween.TRANS_QUAD, Tween.EASE_OUT)
  93. Exceptions to this rule are arrays, dictionaries, and enums. Use a single
  94. indentation level to distinguish continuation lines:
  95. **Good**:
  96. ::
  97. var party = [
  98. "Godot",
  99. "Godette",
  100. "Steve",
  101. ]
  102. var character_dict = {
  103. "Name": "Bob",
  104. "Age": 27,
  105. "Job": "Mechanic",
  106. }
  107. enum Tiles {
  108. TILE_BRICK,
  109. TILE_FLOOR,
  110. TILE_SPIKE,
  111. TILE_TELEPORT,
  112. }
  113. **Bad**:
  114. ::
  115. var party = [
  116. "Godot",
  117. "Godette",
  118. "Steve",
  119. ]
  120. var character_dict = {
  121. "Name": "Bob",
  122. "Age": 27,
  123. "Job": "Mechanic",
  124. }
  125. enum Tiles {
  126. TILE_BRICK,
  127. TILE_FLOOR,
  128. TILE_SPIKE,
  129. TILE_TELEPORT,
  130. }
  131. Trailing comma
  132. ~~~~~~~~~~~~~~
  133. Use a trailing comma on the last line in arrays, dictionaries, and enums. This
  134. results in easier refactoring and better diffs in version control as the last
  135. line doesn't need to be modified when adding new elements.
  136. **Good**:
  137. ::
  138. enum Tiles {
  139. TILE_BRICK,
  140. TILE_FLOOR,
  141. TILE_SPIKE,
  142. TILE_TELEPORT,
  143. }
  144. **Bad**:
  145. ::
  146. enum Tiles {
  147. TILE_BRICK,
  148. TILE_FLOOR,
  149. TILE_SPIKE,
  150. TILE_TELEPORT
  151. }
  152. Trailing commas are unnecessary in single-line lists, so don't add them in this case.
  153. **Good**:
  154. ::
  155. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  156. **Bad**:
  157. ::
  158. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT,}
  159. Blank lines
  160. ~~~~~~~~~~~
  161. Surround functions and class definitions with two blank lines:
  162. ::
  163. func heal(amount):
  164. health += amount
  165. health = min(health, max_health)
  166. emit_signal("health_changed", health)
  167. func take_damage(amount, effect=null):
  168. health -= amount
  169. health = max(0, health)
  170. emit_signal("health_changed", health)
  171. Use one blank line inside functions to separate logical sections.
  172. Line length
  173. ~~~~~~~~~~~
  174. Keep individual lines of code under 100 characters.
  175. If you can, try to keep lines under 80 characters. This helps to read the code
  176. on small displays and with two scripts opened side-by-side in an external text
  177. editor. For example, when looking at a differential revision.
  178. One statement per line
  179. ~~~~~~~~~~~~~~~~~~~~~~
  180. Never combine multiple statements on a single line. No, C programmers,
  181. not even with a single line conditional statement.
  182. **Good**:
  183. ::
  184. if position.x > width:
  185. position.x = 0
  186. if flag:
  187. print("flagged")
  188. **Bad**:
  189. ::
  190. if position.x > width: position.x = 0
  191. if flag: print("flagged")
  192. The only exception to that rule is the ternary operator:
  193. ::
  194. next_state = "fall" if not is_on_floor() else "idle"
  195. Format multiline statements for readability
  196. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  197. When you have particularly long ``if`` statements or nested ternary expressions,
  198. wrapping them over multiple lines improves readability. Since continuation lines
  199. are still part of the same expression, 2 indent levels should be used instead of one.
  200. GDScript allows wrapping statements using multiple lines using parentheses or
  201. backslashes. Parentheses are favored in this style guide since they make for
  202. easier refactoring. With backslashes, you have to ensure that the last line
  203. never contains a backslash at the end. With parentheses, you don't have to
  204. worry about the last line having a backslash at the end.
  205. When wrapping a conditional expression over multiple lines, the ``and``/``or``
  206. keywords should be placed at the beginning of the line continuation, not at the
  207. end of the previous line.
  208. **Good**:
  209. ::
  210. var angle_degrees = 135
  211. var quadrant = (
  212. "northeast" if angle_degrees <= 90
  213. else "southeast" if angle_degrees <= 180
  214. else "southwest" if angle_degrees <= 270
  215. else "northwest"
  216. )
  217. var position = Vector2(250, 350)
  218. if (
  219. position.x > 200 and position.x < 400
  220. and position.y > 300 and position.y < 400
  221. ):
  222. pass
  223. **Bad**:
  224. ::
  225. var angle_degrees = 135
  226. var quadrant = "northeast" if angle_degrees <= 90 else "southeast" if angle_degrees <= 180 else "southwest" if angle_degrees <= 270 else "northwest"
  227. var position = Vector2(250, 350)
  228. if position.x > 200 and position.x < 400 and position.y > 300 and position.y < 400:
  229. pass
  230. Avoid unnecessary parentheses
  231. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  232. Avoid parentheses in expressions and conditional statements. Unless
  233. necessary for order of operations or wrapping over multiple lines,
  234. they only reduce readability.
  235. **Good**:
  236. ::
  237. if is_colliding():
  238. queue_free()
  239. **Bad**:
  240. ::
  241. if (is_colliding()):
  242. queue_free()
  243. Boolean operators
  244. ~~~~~~~~~~~~~~~~~
  245. Prefer the plain English versions of boolean operators, as they are the most accessible:
  246. - Use ``and`` instead of ``&&``.
  247. - Use ``or`` instead of ``||``.
  248. You may also use parentheses around boolean operators to clear any ambiguity.
  249. This can make long expressions easier to read.
  250. **Good**:
  251. ::
  252. if (foo and bar) or baz:
  253. print("condition is true")
  254. **Bad**:
  255. ::
  256. if foo && bar || baz:
  257. print("condition is true")
  258. Comment spacing
  259. ~~~~~~~~~~~~~~~
  260. Regular comments should start with a space, but not code that you comment out.
  261. This helps differentiate text comments from disabled code.
  262. **Good**:
  263. ::
  264. # This is a comment.
  265. #print("This is disabled code")
  266. **Bad**:
  267. ::
  268. #This is a comment.
  269. # print("This is disabled code")
  270. .. note::
  271. In the script editor, to toggle the selected code commented, press
  272. :kbd:`Ctrl + K`. This feature adds a single # sign at the start
  273. of the selected lines.
  274. Whitespace
  275. ~~~~~~~~~~
  276. Always use one space around operators and after commas. Also, avoid extra spaces
  277. in dictionary references and function calls.
  278. **Good**:
  279. ::
  280. position.x = 5
  281. position.y = target_position.y + 10
  282. dict["key"] = 5
  283. my_array = [4, 5, 6]
  284. print("foo")
  285. **Bad**:
  286. ::
  287. position.x=5
  288. position.y = mpos.y+10
  289. dict ["key"] = 5
  290. myarray = [4,5,6]
  291. print ("foo")
  292. Don't use spaces to align expressions vertically:
  293. ::
  294. x = 100
  295. y = 100
  296. velocity = 500
  297. Quotes
  298. ~~~~~~
  299. Use double quotes unless single quotes make it possible to escape fewer
  300. characters in a given string. See the examples below:
  301. ::
  302. # Normal string.
  303. print("hello world")
  304. # Use double quotes as usual to avoid escapes.
  305. print("hello 'world'")
  306. # Use single quotes as an exception to the rule to avoid escapes.
  307. print('hello "world"')
  308. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  309. print("'hello' \"world\"")
  310. Numbers
  311. ~~~~~~~
  312. Don't omit the leading or trailing zero in floating-point numbers. Otherwise,
  313. this makes them less readable and harder to distinguish from integers at a
  314. glance.
  315. **Good**::
  316. var float_number = 0.234
  317. var other_float_number = 13.0
  318. **Bad**::
  319. var float_number = .234
  320. var other_float_number = 13.
  321. Use lowercase for letters in hexadecimal numbers, as their lower height makes
  322. the number easier to read.
  323. **Good**::
  324. var hex_number = 0xfb8c0b
  325. **Bad**::
  326. var hex_number = 0xFB8C0B
  327. Take advantage of GDScript's underscores in literals to make large numbers more
  328. readable.
  329. **Good**::
  330. var large_number = 1_234_567_890
  331. var large_hex_number = 0xffff_f8f8_0000
  332. var large_bin_number = 0b1101_0010_1010
  333. # Numbers lower than 1000000 generally don't need separators.
  334. var small_number = 12345
  335. **Bad**::
  336. var large_number = 1234567890
  337. var large_hex_number = 0xfffff8f80000
  338. var large_bin_number = 0b110100101010
  339. # Numbers lower than 1000000 generally don't need separators.
  340. var small_number = 12_345
  341. .. _naming_conventions:
  342. Naming conventions
  343. ------------------
  344. These naming conventions follow the Godot Engine style. Breaking these will make
  345. your code clash with the built-in naming conventions, leading to inconsistent
  346. code.
  347. File names
  348. ~~~~~~~~~~
  349. Use snake_case for file names. For named classes, convert the PascalCase class
  350. name to snake_case::
  351. # This file should be saved as `weapon.gd`.
  352. class_name Weapon
  353. extends Node
  354. ::
  355. # This file should be saved as `yaml_parser.gd`.
  356. class_name YAMLParser
  357. extends Object
  358. This is consistent with how C++ files are named in Godot's source code. This
  359. also avoids case sensitivity issues that can crop up when exporting a project
  360. from Windows to other platforms.
  361. Classes and nodes
  362. ~~~~~~~~~~~~~~~~~
  363. Use PascalCase for class and node names:
  364. ::
  365. extends KinematicBody
  366. Also use PascalCase when loading a class into a constant or a variable:
  367. ::
  368. const Weapon = preload("res://weapon.gd")
  369. Functions and variables
  370. ~~~~~~~~~~~~~~~~~~~~~~~
  371. Use snake\_case to name functions and variables:
  372. ::
  373. var particle_effect
  374. func load_level():
  375. Prepend a single underscore (\_) to virtual methods functions the user must
  376. override, private functions, and private variables:
  377. ::
  378. var _counter = 0
  379. func _recalculate_path():
  380. Signals
  381. ~~~~~~~
  382. Use the past tense to name signals:
  383. ::
  384. signal door_opened
  385. signal score_changed
  386. Constants and enums
  387. ~~~~~~~~~~~~~~~~~~~
  388. Write constants with CONSTANT\_CASE, that is to say in all caps with an
  389. underscore (\_) to separate words:
  390. ::
  391. const MAX_SPEED = 200
  392. Use PascalCase for enum *names* and CONSTANT\_CASE for their members, as they
  393. are constants:
  394. ::
  395. enum Element {
  396. EARTH,
  397. WATER,
  398. AIR,
  399. FIRE,
  400. }
  401. Code order
  402. ----------
  403. This first section focuses on code order. For formatting, see
  404. :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`.
  405. We suggest to organize GDScript code this way:
  406. ::
  407. 01. tool
  408. 02. class_name
  409. 03. extends
  410. 04. # docstring
  411. 05. signals
  412. 06. enums
  413. 07. constants
  414. 08. exported variables
  415. 09. public variables
  416. 10. private variables
  417. 11. onready variables
  418. 12. optional built-in virtual _init method
  419. 13. built-in virtual _ready method
  420. 14. remaining built-in virtual methods
  421. 15. public methods
  422. 16. private methods
  423. We optimized the order to make it easy to read the code from top to bottom, to
  424. help developers reading the code for the first time understand how it works, and
  425. to avoid errors linked to the order of variable declarations.
  426. This code order follows four rules of thumb:
  427. 1. Properties and signals come first, followed by methods.
  428. 2. Public comes before private.
  429. 3. Virtual callbacks come before the class's interface.
  430. 4. The object's construction and initialization functions, ``_init`` and
  431. ``_ready``, come before functions that modify the object at runtime.
  432. Class declaration
  433. ~~~~~~~~~~~~~~~~~
  434. If the code is meant to run in the editor, place the ``tool`` keyword on the
  435. first line of the script.
  436. Follow with the `class_name` if necessary. You can turn a GDScript file into a
  437. global type in your project using this feature. For more information, see
  438. :ref:`doc_gdscript`.
  439. Then, add the `extends` keyword if the class extends a built-in type.
  440. Following that, you should have the class's optional docstring as comments. You
  441. can use that to explain the role of your class to your teammates, how it works,
  442. and how other developers should use it, for example.
  443. ::
  444. class_name MyNode
  445. extends Node
  446. # A brief description of the class's role and functionality.
  447. # Longer description.
  448. Signals and properties
  449. ~~~~~~~~~~~~~~~~~~~~~~
  450. Write signal declarations, followed by properties, that is to say, member
  451. variables, after the docstring.
  452. Enums should come after signals, as you can use them as export hints for other
  453. properties.
  454. Then, write constants, exported variables, public, private, and onready
  455. variables, in that order.
  456. ::
  457. signal spawn_player(position)
  458. enum Jobs {KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN}
  459. const MAX_LIVES = 3
  460. export(Jobs) var job = Jobs.KNIGHT
  461. export var max_health = 50
  462. export var attack = 5
  463. var health = max_health setget set_health
  464. var _speed = 300.0
  465. onready var sword = get_node("Sword")
  466. onready var gun = get_node("Gun")
  467. .. note::
  468. The GDScript compiler evaluates onready variables right before the ``_ready``
  469. callback. You can use that to cache node dependencies, that is to say, to get
  470. child nodes in the scene that your class relies on. This is what the example
  471. above shows.
  472. Member variables
  473. ~~~~~~~~~~~~~~~~
  474. Don't declare member variables if they are only used locally in a method, as it
  475. makes the code more difficult to follow. Instead, declare them as local
  476. variables in the method's body.
  477. Local variables
  478. ~~~~~~~~~~~~~~~
  479. Declare local variables as close as possible to their first use. This makes it
  480. easier to follow the code, without having to scroll too much to find where the
  481. variable was declared.
  482. Methods and static functions
  483. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  484. After the class's properties come the methods.
  485. Start with the ``_init()`` callback method, that the engine will call upon
  486. creating the object in memory. Follow with the ``_ready()`` callback, that Godot
  487. calls when it adds a node to the scene tree.
  488. These functions should come first because they show how the object is
  489. initialized.
  490. Other built-in virtual callbacks, like ``_unhandled_input()`` and
  491. ``_physics_process``, should come next. These control the object's main loop and
  492. interactions with the game engine.
  493. The rest of the class's interface, public and private methods, come after that,
  494. in that order.
  495. ::
  496. func _init():
  497. add_to_group("state_machine")
  498. func _ready():
  499. connect("state_changed", self, "_on_state_changed")
  500. _state.enter()
  501. func _unhandled_input(event):
  502. _state.unhandled_input(event)
  503. func transition_to(target_state_path, msg={}):
  504. if not has_node(target_state_path):
  505. return
  506. var target_state = get_node(target_state_path)
  507. assert(target_state.is_composite == false)
  508. _state.exit()
  509. self._state = target_state
  510. _state.enter(msg)
  511. Events.emit_signal("player_state_changed", _state.name)
  512. func _on_state_changed(previous, new):
  513. print("state changed")
  514. emit_signal("state_changed")
  515. Static typing
  516. -------------
  517. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  518. Declared types
  519. ~~~~~~~~~~~~~~
  520. To declare a variable's type, use ``<variable>: <type>``:
  521. ::
  522. var health: int = 0
  523. To declare the return type of a function, use ``-> <type>``:
  524. ::
  525. func heal(amount: int) -> void:
  526. Inferred types
  527. ~~~~~~~~~~~~~~
  528. In most cases you can let the compiler infer the type, using ``:=``:
  529. ::
  530. var health := 0 # The compiler will use the int type.
  531. However, in a few cases when context is missing, the compiler falls back to
  532. the function's return type. For example, ``get_node()`` cannot infer a type
  533. unless the scene or file of the node is loaded in memory. In this case, you
  534. should set the type explicitly.
  535. **Good**:
  536. ::
  537. onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  538. Alternatively, you can use the ``as`` keyword to cast the return type, and
  539. that type will be used to infer the type of the var.
  540. .. rst-class:: code-example-good
  541. ::
  542. onready var health_bar := get_node("UI/LifeBar") as ProgressBar
  543. # health_bar will be typed as ProgressBar
  544. This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
  545. **Bad**:
  546. ::
  547. # The compiler can't infer the exact type and will use Node
  548. # instead of ProgressBar.
  549. onready var health_bar := get_node("UI/LifeBar")