gdscript_basics.rst 55 KB

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  1. .. _doc_gdscript:
  2. GDScript
  3. ========
  4. Introduction
  5. ------------
  6. *GDScript* is a high level, dynamically typed programming language used to
  7. create content. It uses a syntax similar to
  8. `Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_
  9. (blocks are indent-based and many keywords are similar). Its goal is
  10. to be optimized for and tightly integrated with Godot Engine, allowing great
  11. flexibility for content creation and integration.
  12. History
  13. ~~~~~~~
  14. In the early days, the engine used the `Lua <http://www.lua.org>`__
  15. scripting language. Lua is fast, but creating bindings to an object
  16. oriented system (by using fallbacks) was complex and slow and took an
  17. enormous amount of code. After some experiments with
  18. `Python <https://www.python.org>`__, it also proved difficult to embed.
  19. The last third party scripting language that was used for shipped games
  20. was `Squirrel <http://squirrel-lang.org>`__, but it was dropped as well.
  21. At that point, it became evident that a custom scripting language could
  22. more optimally make use of Godot's particular architecture:
  23. - Godot embeds scripts in nodes. Most languages are not designed with
  24. this in mind.
  25. - Godot uses several built-in data types for 2D and 3D math. Script
  26. languages do not provide this, and binding them is inefficient.
  27. - Godot uses threads heavily for lifting and initializing data from the
  28. net or disk. Script interpreters for common languages are not
  29. friendly to this.
  30. - Godot already has a memory management model for resources, most
  31. script languages provide their own, which results in duplicate
  32. effort and bugs.
  33. - Binding code is always messy and results in several failure points,
  34. unexpected bugs and generally low maintainability.
  35. The result of these considerations is *GDScript*. The language and
  36. interpreter for GDScript ended up being smaller than the binding code itself
  37. for Lua and Squirrel, while having equal functionality. With time, having a
  38. built-in language has proven to be a huge advantage.
  39. Example of GDScript
  40. ~~~~~~~~~~~~~~~~~~~
  41. Some people can learn better by taking a look at the syntax, so
  42. here's a simple example of how GDScript looks.
  43. ::
  44. # A file is a class!
  45. # Inheritance
  46. extends BaseClass
  47. # (optional) class definition with a custom icon
  48. class_name MyClass, "res://path/to/optional/icon.svg"
  49. # Member Variables
  50. var a = 5
  51. var s = "Hello"
  52. var arr = [1, 2, 3]
  53. var dict = {"key": "value", 2:3}
  54. # Constants
  55. const ANSWER = 42
  56. const THE_NAME = "Charly"
  57. # Enums
  58. enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
  59. enum Named {THING_1, THING_2, ANOTHER_THING = -1}
  60. # Built-in Vector Types
  61. var v2 = Vector2(1, 2)
  62. var v3 = Vector3(1, 2, 3)
  63. # Function
  64. func some_function(param1, param2):
  65. var local_var = 5
  66. if param1 < local_var:
  67. print(param1)
  68. elif param2 > 5:
  69. print(param2)
  70. else:
  71. print("Fail!")
  72. for i in range(20):
  73. print(i)
  74. while param2 != 0:
  75. param2 -= 1
  76. var local_var2 = param1 + 3
  77. return local_var2
  78. # Functions override functions with the same name on the base/parent class.
  79. # If you still want to call them, use '.' (like 'super' in other languages).
  80. func something(p1, p2):
  81. .something(p1, p2)
  82. # Inner Class
  83. class Something:
  84. var a = 10
  85. # Constructor
  86. func _init():
  87. print("Constructed!")
  88. var lv = Something.new()
  89. print(lv.a)
  90. If you have previous experience with statically typed languages such as
  91. C, C++, or C# but never used a dynamically typed one before, it is advised you
  92. read this tutorial: :ref:`doc_gdscript_more_efficiently`.
  93. Language
  94. --------
  95. In the following, an overview is given to GDScript. Details, such as which
  96. methods are available to arrays or other objects, should be looked up in
  97. the linked class descriptions.
  98. Identifiers
  99. ~~~~~~~~~~~
  100. Any string that restricts itself to alphabetic characters (``a`` to
  101. ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
  102. as an identifier. Additionally, identifiers must not begin with a digit.
  103. Identifiers are case-sensitive (``foo`` is different from ``FOO``).
  104. Keywords
  105. ~~~~~~~~
  106. The following is the list of keywords supported by the language. Since
  107. keywords are reserved words (tokens), they can't be used as identifiers.
  108. Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
  109. as listed in the following sections are also reserved.
  110. Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
  111. in case you want to take a look under the hood.
  112. +------------+---------------------------------------------------------------------------------------------------------------+
  113. | Keyword | Description |
  114. +============+===============================================================================================================+
  115. | if | See `if/else/elif`_. |
  116. +------------+---------------------------------------------------------------------------------------------------------------+
  117. | elif | See `if/else/elif`_. |
  118. +------------+---------------------------------------------------------------------------------------------------------------+
  119. | else | See `if/else/elif`_. |
  120. +------------+---------------------------------------------------------------------------------------------------------------+
  121. | for | See for_. |
  122. +------------+---------------------------------------------------------------------------------------------------------------+
  123. | do | Reserved for future implementation of do...while loops. |
  124. +------------+---------------------------------------------------------------------------------------------------------------+
  125. | while | See while_. |
  126. +------------+---------------------------------------------------------------------------------------------------------------+
  127. | match | See match_. |
  128. +------------+---------------------------------------------------------------------------------------------------------------+
  129. | switch | Reserved for future implementation. |
  130. +------------+---------------------------------------------------------------------------------------------------------------+
  131. | case | Reserved for future implementation. |
  132. +------------+---------------------------------------------------------------------------------------------------------------+
  133. | break | Exits the execution of the current ``for`` or ``while`` loop. |
  134. +------------+---------------------------------------------------------------------------------------------------------------+
  135. | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
  136. +------------+---------------------------------------------------------------------------------------------------------------+
  137. | pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
  138. +------------+---------------------------------------------------------------------------------------------------------------+
  139. | return | Returns a value from a function. |
  140. +------------+---------------------------------------------------------------------------------------------------------------+
  141. | class | Defines a class. |
  142. +------------+---------------------------------------------------------------------------------------------------------------+
  143. | extends | Defines what class to extend with the current class. |
  144. +------------+---------------------------------------------------------------------------------------------------------------+
  145. | is | Tests whether a variable extends a given class. |
  146. +------------+---------------------------------------------------------------------------------------------------------------+
  147. | self | Refers to current class instance. |
  148. +------------+---------------------------------------------------------------------------------------------------------------+
  149. | tool | Executes the script in the editor. |
  150. +------------+---------------------------------------------------------------------------------------------------------------+
  151. | signal | Defines a signal. |
  152. +------------+---------------------------------------------------------------------------------------------------------------+
  153. | func | Defines a function. |
  154. +------------+---------------------------------------------------------------------------------------------------------------+
  155. | static | Defines a static function. Static member variables are not allowed. |
  156. +------------+---------------------------------------------------------------------------------------------------------------+
  157. | const | Defines a constant. |
  158. +------------+---------------------------------------------------------------------------------------------------------------+
  159. | enum | Defines an enum. |
  160. +------------+---------------------------------------------------------------------------------------------------------------+
  161. | var | Defines a variable. |
  162. +------------+---------------------------------------------------------------------------------------------------------------+
  163. | onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
  164. +------------+---------------------------------------------------------------------------------------------------------------+
  165. | export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
  166. +------------+---------------------------------------------------------------------------------------------------------------+
  167. | setget | Defines setter and getter functions for a variable. |
  168. +------------+---------------------------------------------------------------------------------------------------------------+
  169. | breakpoint | Editor helper for debugger breakpoints. |
  170. +------------+---------------------------------------------------------------------------------------------------------------+
  171. | preload | Preloads a class or variable. See `Classes as resources`_. |
  172. +------------+---------------------------------------------------------------------------------------------------------------+
  173. | yield | Coroutine support. See `Coroutines with yield`_. |
  174. +------------+---------------------------------------------------------------------------------------------------------------+
  175. | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
  176. +------------+---------------------------------------------------------------------------------------------------------------+
  177. | remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  178. +------------+---------------------------------------------------------------------------------------------------------------+
  179. | master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  180. +------------+---------------------------------------------------------------------------------------------------------------+
  181. | slave | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  182. +------------+---------------------------------------------------------------------------------------------------------------+
  183. | sync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  184. +------------+---------------------------------------------------------------------------------------------------------------+
  185. | PI | PI constant. |
  186. +------------+---------------------------------------------------------------------------------------------------------------+
  187. | TAU | TAU constant. |
  188. +------------+---------------------------------------------------------------------------------------------------------------+
  189. | INF | Infinity constant. Used for comparisons. |
  190. +------------+---------------------------------------------------------------------------------------------------------------+
  191. | NAN | NAN (not a number) constant. Used for comparisons. |
  192. +------------+---------------------------------------------------------------------------------------------------------------+
  193. Operators
  194. ~~~~~~~~~
  195. The following is the list of supported operators and their precedence.
  196. +---------------------------------------------------------------+-----------------------------------------+
  197. | **Operator** | **Description** |
  198. +---------------------------------------------------------------+-----------------------------------------+
  199. | ``x[index]`` | Subscription, Highest Priority |
  200. +---------------------------------------------------------------+-----------------------------------------+
  201. | ``x.attribute`` | Attribute Reference |
  202. +---------------------------------------------------------------+-----------------------------------------+
  203. | ``is`` | Instance Type Checker |
  204. +---------------------------------------------------------------+-----------------------------------------+
  205. | ``~`` | Bitwise NOT |
  206. +---------------------------------------------------------------+-----------------------------------------+
  207. | ``-x`` | Negative |
  208. +---------------------------------------------------------------+-----------------------------------------+
  209. | ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
  210. | | |
  211. | | NOTE: The result of these operations |
  212. | | depends on the operands types. If both |
  213. | | are Integers, then the result will be |
  214. | | an Integer. That means 1/10 returns 0 |
  215. | | instead of 0.1. If at least one of the |
  216. | | operands is a float, then the result is |
  217. | | a float: float(1)/10 or 1.0/10 return |
  218. | | both 0.1. |
  219. +---------------------------------------------------------------+-----------------------------------------+
  220. | ``+`` ``-`` | Addition / Subtraction |
  221. +---------------------------------------------------------------+-----------------------------------------+
  222. | ``<<`` ``>>`` | Bit Shifting |
  223. +---------------------------------------------------------------+-----------------------------------------+
  224. | ``&`` | Bitwise AND |
  225. +---------------------------------------------------------------+-----------------------------------------+
  226. | ``^`` | Bitwise XOR |
  227. +---------------------------------------------------------------+-----------------------------------------+
  228. | ``|`` | Bitwise OR |
  229. +---------------------------------------------------------------+-----------------------------------------+
  230. | ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
  231. +---------------------------------------------------------------+-----------------------------------------+
  232. | ``in`` | Content Test |
  233. +---------------------------------------------------------------+-----------------------------------------+
  234. | ``!`` ``not`` | Boolean NOT |
  235. +---------------------------------------------------------------+-----------------------------------------+
  236. | ``and`` ``&&`` | Boolean AND |
  237. +---------------------------------------------------------------+-----------------------------------------+
  238. | ``or`` ``||`` | Boolean OR |
  239. +---------------------------------------------------------------+-----------------------------------------+
  240. | ``if x else`` | Ternary if/else |
  241. +---------------------------------------------------------------+-----------------------------------------+
  242. | ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment, Lowest Priority |
  243. +---------------------------------------------------------------+-----------------------------------------+
  244. Literals
  245. ~~~~~~~~
  246. +--------------------------+--------------------------------+
  247. | **Literal** | **Type** |
  248. +--------------------------+--------------------------------+
  249. | ``45`` | Base 10 integer |
  250. +--------------------------+--------------------------------+
  251. | ``0x8F51`` | Base 16 (hex) integer |
  252. +--------------------------+--------------------------------+
  253. | ``3.14``, ``58.1e-10`` | Floating point number (real) |
  254. +--------------------------+--------------------------------+
  255. | ``"Hello"``, ``"Hi"`` | Strings |
  256. +--------------------------+--------------------------------+
  257. | ``"""Hello"""`` | Multiline string |
  258. +--------------------------+--------------------------------+
  259. | ``@"Node/Label"`` | NodePath or StringName |
  260. +--------------------------+--------------------------------+
  261. Comments
  262. ~~~~~~~~
  263. Anything from a ``#`` to the end of the line is ignored and is
  264. considered a comment.
  265. ::
  266. # This is a comment.
  267. Multi-line comments can be created using """ (three quotes in a row) at
  268. the beginning and end of a block of text. Note that this creates a string,
  269. therefore, it will not be stripped away when the script is compiled.
  270. ::
  271. """ Everything on these
  272. lines is considered
  273. a comment. """
  274. Built-in types
  275. --------------
  276. Built-in types are stack-allocated. They are passed as values.
  277. This means a copy is created on each assignment or when passing them as arguments to functions.
  278. The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by reference so they are shared.
  279. (Not ``PoolArray``\ s like ``PoolByteArray`` though, those are passed as values too,
  280. so consider this when deciding which to use!)
  281. Basic built-in types
  282. ~~~~~~~~~~~~~~~~~~~~
  283. A variable in GDScript can be assigned to several built-in types.
  284. null
  285. ^^^^
  286. ``null`` is an empty data type that contains no information and can not
  287. be assigned any other value.
  288. bool
  289. ^^^^
  290. The Boolean data type can only contain ``true`` or ``false``.
  291. int
  292. ^^^
  293. The integer data type can only contain integer numbers, (both negative
  294. and positive).
  295. float
  296. ^^^^^
  297. Used to contain a floating point value (real numbers).
  298. :ref:`String <class_String>`
  299. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  300. A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_. Strings can contain the
  301. `standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
  302. GDScript supports :ref:`format strings aka printf functionality
  303. <doc_gdscript_printf>`.
  304. Vector built-in types
  305. ~~~~~~~~~~~~~~~~~~~~~
  306. :ref:`Vector2 <class_Vector2>`
  307. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  308. 2D vector type containing ``x`` and ``y`` fields. Can also be
  309. accessed as array.
  310. :ref:`Rect2 <class_Rect2>`
  311. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  312. 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
  313. Alternatively contains an ``end`` field which is ``position+size``.
  314. :ref:`Vector3 <class_Vector3>`
  315. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  316. 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
  317. be accessed as an array.
  318. :ref:`Transform2D <class_Transform2D>`
  319. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  320. 3x2 matrix used for 2D transforms.
  321. :ref:`Plane <class_Plane>`
  322. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  323. 3D Plane type in normalized form that contains a ``normal`` vector field
  324. and a ``d`` scalar distance.
  325. :ref:`Quat <class_Quat>`
  326. ^^^^^^^^^^^^^^^^^^^^^^^^
  327. Quaternion is a datatype used for representing a 3D rotation. It's
  328. useful for interpolating rotations.
  329. :ref:`AABB <class_AABB>`
  330. ^^^^^^^^^^^^^^^^^^^^^^^^
  331. Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
  332. and ``size``. Alternatively contains an ``end`` field which is
  333. ``position+size``.
  334. :ref:`Basis <class_Basis>`
  335. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  336. 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
  337. (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
  338. vectors.
  339. :ref:`Transform <class_Transform>`
  340. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  341. 3D Transform contains a Basis field ``basis`` and a Vector3 field
  342. ``origin``.
  343. Engine built-in types
  344. ~~~~~~~~~~~~~~~~~~~~~
  345. :ref:`Color <class_Color>`
  346. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  347. Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
  348. also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
  349. :ref:`NodePath <class_NodePath>`
  350. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  351. Compiled path to a node used mainly in the scene system. It can be
  352. easily assigned to, and from, a String.
  353. :ref:`RID <class_RID>`
  354. ^^^^^^^^^^^^^^^^^^^^^^
  355. Resource ID (RID). Servers use generic RIDs to reference opaque data.
  356. :ref:`Object <class_Object>`
  357. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  358. Base class for anything that is not a built-in type.
  359. Container built-in types
  360. ~~~~~~~~~~~~~~~~~~~~~~~~
  361. :ref:`Array <class_Array>`
  362. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  363. Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
  364. The array can resize dynamically. Arrays are indexed starting from index ``0``.
  365. Starting with Godot 2.1, indices may be negative like in Python, to count from the end.
  366. ::
  367. var arr = []
  368. arr = [1, 2, 3]
  369. var b = arr[1] # This is 2.
  370. var c = arr[arr.size() - 1] # This is 3.
  371. var d = arr[-1] # Same as the previous line, but shorter.
  372. arr[0] = "Hi!" # Replacing value 1 with "Hi".
  373. arr.append(4) # Array is now ["Hi", 2, 3, 4].
  374. GDScript arrays are allocated linearly in memory for speed.
  375. Large arrays (more than tens of thousands of elements) may however cause
  376. memory fragmentation. If this is a concern special types of
  377. arrays are available. These only accept a single data type. They avoid memory
  378. fragmentation and also use less memory but are atomic and tend to run slower than generic
  379. arrays. They are therefore only recommended to use for large data sets:
  380. - :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
  381. - :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
  382. - :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
  383. - :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
  384. - :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
  385. - :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
  386. - :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
  387. :ref:`Dictionary <class_Dictionary>`
  388. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  389. Associative container which contains values referenced by unique keys.
  390. ::
  391. var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
  392. d["Hi!"] = 0
  393. d = {
  394. 22: "value",
  395. "some_key": 2,
  396. "other_key": [2, 3, 4],
  397. "more_key": "Hello"
  398. }
  399. Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
  400. and doesn't use quotes to mark string keys (making for slightly less to write).
  401. Note however that like any GDScript identifier, keys written in this form cannot
  402. start with a digit.
  403. ::
  404. var d = {
  405. test22 = "value",
  406. some_key = 2,
  407. other_key = [2, 3, 4],
  408. more_key = "Hello"
  409. }
  410. To add a key to an existing dictionary, access it like an existing key and
  411. assign to it::
  412. var d = {} # Create an empty Dictionary.
  413. d.waiting = 14 # Add String "Waiting" as a key and assign the value 14 to it.
  414. d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
  415. d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
  416. Data
  417. ----
  418. Variables
  419. ~~~~~~~~~
  420. Variables can exist as class members or local to functions. They are
  421. created with the ``var`` keyword and may, optionally, be assigned a
  422. value upon initialization.
  423. ::
  424. var a # Data type is 'null' by default.
  425. var b = 5
  426. var c = 3.8
  427. var d = b + c # Variables are always initialized in order.
  428. Constants
  429. ~~~~~~~~~
  430. Constants are similar to variables, but must be constants or constant
  431. expressions and must be assigned on initialization.
  432. ::
  433. const A = 5
  434. const B = Vector2(20, 20)
  435. const C = 10 + 20 # Constant expression.
  436. const D = Vector2(20, 30).x # Constant expression: 20
  437. const E = [1, 2, 3, 4][0] # Constant expression: 1
  438. const F = sin(20) # sin() can be used in constant expressions.
  439. const G = x + 20 # Invalid; this is not a constant expression!
  440. Enums
  441. ^^^^^
  442. Enums are basically a shorthand for constants, and are pretty useful if you
  443. want to assign consecutive integers to some constant.
  444. If you pass a name to the enum, it would also put all the values inside a
  445. constant dictionary of that name.
  446. ::
  447. enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  448. # Is the same as:
  449. const TILE_BRICK = 0
  450. const TILE_FLOOR = 1
  451. const TILE_SPIKE = 2
  452. const TILE_TELEPORT = 3
  453. enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
  454. # Is the same as:
  455. const STATE_IDLE = 0
  456. const STATE_JUMP = 5
  457. const STATE_SHOOT = 6
  458. const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
  459. Functions
  460. ~~~~~~~~~
  461. Functions always belong to a `class <Classes_>`_. The scope priority for
  462. variable look-up is: local → class member → global. The ``self`` variable is
  463. always available and is provided as an option for accessing class members, but
  464. is not always required (and should *not* be sent as the function's first
  465. argument, unlike Python).
  466. ::
  467. func my_function(a, b):
  468. print(a)
  469. print(b)
  470. return a + b # Return is optional; without it 'null' is returned.
  471. A function can ``return`` at any point. The default return value is ``null``.
  472. Referencing Functions
  473. ^^^^^^^^^^^^^^^^^^^^^
  474. Contrary to Python, functions are *not* first class objects in GDScript. This
  475. means they cannot be stored in variables, passed as an argument to another
  476. function or be returned from other functions. This is for performance reasons.
  477. To reference a function by name at runtime, (e.g. to store it in a variable, or
  478. pass it to another function as an argument) one must use the ``call`` or
  479. ``funcref`` helpers::
  480. # Call a function by name in one step.
  481. my_node.call("my_function", args)
  482. # Store a function reference.
  483. var my_func = funcref(my_node, "my_function")
  484. # Call stored function reference.
  485. my_func.call_func(args)
  486. Remember that default functions like ``_init``, and most
  487. notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``,
  488. ``_physics_process``, etc. are called in all base classes automatically.
  489. So there is only a need to call the function explicitly when overloading
  490. them in some way.
  491. Static functions
  492. ^^^^^^^^^^^^^^^^
  493. A function can be declared static. When a function is static it has no
  494. access to the instance member variables or ``self``. This is mainly
  495. useful to make libraries of helper functions:
  496. ::
  497. static func sum2(a, b):
  498. return a + b
  499. Statements and control flow
  500. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  501. Statements are standard and can be assignments, function calls, control
  502. flow structures, etc (see below). ``;`` as a statement separator is
  503. entirely optional.
  504. if/else/elif
  505. ^^^^^^^^^^^^
  506. Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
  507. Parenthesis around conditions are allowed, but not required. Given the
  508. nature of the tab-based indentation, ``elif`` can be used instead of
  509. ``else``/``if`` to maintain a level of indentation.
  510. ::
  511. if [expression]:
  512. statement(s)
  513. elif [expression]:
  514. statement(s)
  515. else:
  516. statement(s)
  517. Short statements can be written on the same line as the condition::
  518. if 1 + 1 == 2: return 2 + 2
  519. else:
  520. var x = 3 + 3
  521. return x
  522. Sometimes you might want to assign a different initial value based on a
  523. boolean expression. In this case ternary-if expressions come in handy::
  524. var x = [value] if [expression] else [value]
  525. y += 3 if y < 10 else -1
  526. while
  527. ^^^^^
  528. Simple loops are created by using ``while`` syntax. Loops can be broken
  529. using ``break`` or continued using ``continue``:
  530. ::
  531. while [expression]:
  532. statement(s)
  533. for
  534. ^^^
  535. To iterate through a range, such as an array or table, a *for* loop is
  536. used. When iterating over an array, the current array element is stored in
  537. the loop variable. When iterating over a dictionary, the *index* is stored
  538. in the loop variable.
  539. ::
  540. for x in [5, 7, 11]:
  541. statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
  542. var dict = {"a": 0, "b": 1, "c": 2}
  543. for i in dict:
  544. print(dict[i])
  545. for i in range(3):
  546. statement # Similar to [0, 1, 2] but does not allocate an array.
  547. for i in range(1,3):
  548. statement # Similar to [1, 2] but does not allocate an array.
  549. for i in range(2,8,2):
  550. statement # Similar to [2, 4, 6] but does not allocate an array.
  551. for c in "Hello":
  552. print(c) # Iterate through all characters in a String, print every letter on new line.
  553. match
  554. ^^^^^
  555. A ``match`` statement is used to branch execution of a program.
  556. It's the equivalent of the ``switch`` statement found in many other languages but offers some additional features.
  557. Basic syntax:
  558. ::
  559. match [expression]:
  560. [pattern](s):
  561. [block]
  562. [pattern](s):
  563. [block]
  564. [pattern](s):
  565. [block]
  566. **Crash-course for people who are familiar to switch statements**:
  567. 1. Replace ``switch`` with ``match``
  568. 2. Remove ``case``
  569. 3. Remove any ``break``'s. If you don't want to ``break`` by default you can use ``continue`` for a fallthrough.
  570. 4. Change ``default`` to a single underscore.
  571. **Control flow**:
  572. The patterns are matched from top to bottom.
  573. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
  574. If you want to have a fallthrough you can use ``continue`` to stop execution in the current block and check the ones below it.
  575. There are 6 pattern types:
  576. - constant pattern
  577. constant primitives, like numbers and strings ::
  578. match x:
  579. 1:
  580. print("We are number one!")
  581. 2:
  582. print("Two are better than one!")
  583. "test":
  584. print("Oh snap! It's a string!")
  585. - variable pattern
  586. matches the contents of a variable/enum ::
  587. match typeof(x):
  588. TYPE_FLOAT:
  589. print("float")
  590. TYPE_STRING:
  591. print("text")
  592. TYPE_ARRAY:
  593. print("array")
  594. - wildcard pattern
  595. This pattern matches everything. It's written as a single underscore.
  596. It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages. ::
  597. match x:
  598. 1:
  599. print("It's one!")
  600. 2:
  601. print("It's one times two!")
  602. _:
  603. print("It's not 1 or 2. I don't care tbh.")
  604. - binding pattern
  605. A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
  606. It's especially useful in array and dictionary patterns. ::
  607. match x:
  608. 1:
  609. print("It's one!")
  610. 2:
  611. print("It's one times two!")
  612. var new_var:
  613. print("It's not 1 or 2, it's ", new_var)
  614. - array pattern
  615. matches an array. Every single element of the array pattern is a pattern itself so you can nest them.
  616. The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern don't match.
  617. **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``
  618. Every subpattern has to be comma separated. ::
  619. match x:
  620. []:
  621. print("Empty array")
  622. [1, 3, "test", null]:
  623. print("Very specific array")
  624. [var start, _, "test"]:
  625. print("First element is ", start, ", and the last is \"test\"")
  626. [42, ..]:
  627. print("Open ended array")
  628. - dictionary pattern
  629. Works in the same way as the array pattern. Every key has to be a constant pattern.
  630. The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern don't match.
  631. **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``
  632. Every subpattern has to be comma separated.
  633. If you don't specify a value, then only the existence of the key is checked.
  634. A value pattern is separated from the key pattern with a ``:`` ::
  635. match x:
  636. {}:
  637. print("Empty dict")
  638. {"name": "Dennis"}:
  639. print("The name is Dennis")
  640. {"name": "Dennis", "age": var age}:
  641. print("Dennis is ", age, " years old.")
  642. {"name", "age"}:
  643. print("Has a name and an age, but it's not Dennis :(")
  644. {"key": "godotisawesome", ..}:
  645. print("I only checked for one entry and ignored the rest")
  646. Multipatterns:
  647. You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them. ::
  648. match x:
  649. 1, 2, 3:
  650. print("It's 1 - 3")
  651. "Sword", "Splash potion", "Fist":
  652. print("Yep, you've taken damage")
  653. Classes
  654. ~~~~~~~
  655. By default, all script files are unnamed classes. In this case, you can only
  656. reference them using the file's path, using either a relative or an absolute
  657. path. For example, if you name a script file ``character.gd``
  658. ::
  659. # Inherit from Character.gd
  660. extends res://path/to/character.gd
  661. # Load character.gd and create a new node instance from it
  662. var Character = load("res://path/to/character.gd")
  663. var character_node = Character.instance()
  664. Instead, you can give your class a name to register it as a new type in Godot's
  665. editor. For that, you use the 'class_name' keyword followed. You can add an
  666. optional comma followed by a path to an image, to use it as an icon. Your class
  667. will then appear with its new icon in the editor:
  668. ::
  669. # Item.gd
  670. extends Node
  671. class_name Item, "res://interface/icons/item.png"
  672. .. image:: img/class_name_editor_register_example.png
  673. Here's a class file example:
  674. ::
  675. # Saved as a file named 'character.gd'.
  676. class_name Character
  677. var health = 5
  678. func print_health():
  679. print(health)
  680. func print_this_script_three_times():
  681. print(get_script())
  682. print(ResourceLoader.load("res://myclass.gd"))
  683. print(MyClass)
  684. .. note:: Godot's class syntax is compact: it can only contain member variables or
  685. functions. You can use static functions, but not static member variables. In the
  686. same way, the engine initializes variables every time you create an instance,
  687. and this includes arrays and dictionaries. This is in the spirit of thread
  688. safety, since scripts can be initialized in separate threads without the user
  689. knowing.
  690. Inheritance
  691. ^^^^^^^^^^^
  692. A class (stored as a file) can inherit from
  693. - A global class
  694. - Another class file
  695. - An inner class inside another class file.
  696. Multiple inheritance is not allowed.
  697. Inheritance uses the ``extends`` keyword:
  698. ::
  699. # Inherit/extend a globally available class.
  700. extends SomeClass
  701. # Inherit/extend a named class file.
  702. extends "somefile.gd"
  703. # Inherit/extend an inner class in another file.
  704. extends "somefile.gd".SomeInnerClass
  705. To check if a given instance inherits from a given class
  706. the ``is`` keyword can be used:
  707. ::
  708. # Cache the enemy class.
  709. const Enemy = preload("enemy.gd")
  710. # [...]
  711. # Use 'is' to check inheritance.
  712. if (entity is Enemy):
  713. entity.apply_damage()
  714. To call a function in a *base class* (i.e. one ``extend``-ed in your current class),
  715. prepend ``.`` to the function name:
  716. ::
  717. .basefunc(args)
  718. This is especially useful because functions in extending classes replace
  719. functions with the same name in their base classes. So if you still want
  720. to call them, you can use ``.`` like the ``super`` keyword in other languages:
  721. ::
  722. func some_func(x):
  723. .some_func(x) # Calls same function on the parent class.
  724. Class Constructor
  725. ^^^^^^^^^^^^^^^^^
  726. The class constructor, called on class instantiation, is named ``_init``.
  727. As mentioned earlier, the constructors of parent classes are called automatically when
  728. inheriting a class. So there is usually no need to call ``._init()`` explicitly.
  729. Unlike the call of a regular function like in the above example with ``.some_func``,
  730. if the constructor from the inherited class takes arguments, they are passed like this:
  731. ::
  732. func _init(args).(parent_args):
  733. pass
  734. This is better explained through examples. Say we have this scenario:
  735. ::
  736. # State.gd (inherited class)
  737. var entity = null
  738. var message = null
  739. func _init(e=null):
  740. entity = e
  741. func enter(m):
  742. message = m
  743. # Idle.gd (inheriting class)
  744. extends "State.gd"
  745. func _init(e=null, m=null).(e):
  746. # Do something with 'e'.
  747. message = m
  748. There are a few things to keep in mind here:
  749. 1. if the inherited class (``State.gd``) defines a ``_init`` constructor that takes
  750. arguments (``e`` in this case) then the inheriting class (``Idle.gd``) *has* to
  751. define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``
  752. 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``
  753. 3. in the example above ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
  754. in to ``Idle.gd``
  755. 4. if ``Idle.gd``'s ``_init`` constructor takes 0 arguments it still needs to pass some value
  756. to the ``State.gd`` base class even if it does nothing. Which brings us to the fact that you
  757. can pass literals in the base constructor as well, not just variables. Eg.:
  758. ::
  759. # Idle.gd
  760. func _init().(5):
  761. pass
  762. Inner classes
  763. ^^^^^^^^^^^^^
  764. A class file can contain inner classes. Inner classes are defined using the
  765. ``class`` keyword. They are instanced using the ``ClassName.new()``
  766. function.
  767. ::
  768. # Inside a class file.
  769. # An inner class in this class file.
  770. class SomeInnerClass:
  771. var a = 5
  772. func print_value_of_a():
  773. print(a)
  774. # This is the constructor of the class file's main class.
  775. func _init():
  776. var c = SomeInnerClass.new()
  777. c.print_value_of_a()
  778. Classes as resources
  779. ^^^^^^^^^^^^^^^^^^^^
  780. Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
  781. must be loaded from disk to access them in other classes. This is done using
  782. either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
  783. class resource is done by calling the ``new`` function on the class object::
  784. # Load the class resource when calling load().
  785. var my_class = load("myclass.gd")
  786. # Preload the class only once at compile time.
  787. const MyClass = preload("myclass.gd")
  788. func _init():
  789. var a = MyClass.new()
  790. a.some_function()
  791. Exports
  792. ~~~~~~~
  793. Class members can be exported. This means their value gets saved along
  794. with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
  795. to. They will also be available for editing in the property editor. Exporting
  796. is done by using the ``export`` keyword::
  797. extends Button
  798. export var number = 5 # Value will be saved and visible in the property editor.
  799. An exported variable must be initialized to a constant expression or have an
  800. export hint in the form of an argument to the export keyword (see below).
  801. One of the fundamental benefits of exporting member variables is to have
  802. them visible and editable in the editor. This way artists and game designers
  803. can modify values that later influence how the program runs. For this, a
  804. special export syntax is provided.
  805. ::
  806. # If the exported value assigns a constant or constant expression,
  807. # the type will be inferred and used in the editor.
  808. export var number = 5
  809. # Export can take a basic data type as an argument which will be
  810. # used in the editor.
  811. export(int) var number
  812. # Export can also take a resource type to use as a hint.
  813. export(Texture) var character_face
  814. export(PackedScene) var scene_file
  815. # Integers and strings hint enumerated values.
  816. # Editor will enumerate as 0, 1 and 2.
  817. export(int, "Warrior", "Magician", "Thief") var character_class
  818. # Editor will enumerate with string names.
  819. export(String, "Rebecca", "Mary", "Leah") var character_name
  820. # Named Enum Values
  821. # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  822. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  823. export (NamedEnum) var x
  824. # Strings as Paths
  825. # String is a path to a file.
  826. export(String, FILE) var f
  827. # String is a path to a directory.
  828. export(String, DIR) var f
  829. # String is a path to a file, custom filter provided as hint.
  830. export(String, FILE, "*.txt") var f
  831. # Using paths in the global filesystem is also possible,
  832. # but only in tool scripts (see further below).
  833. # String is a path to a PNG file in the global filesystem.
  834. export(String, FILE, GLOBAL, "*.png") var tool_image
  835. # String is a path to a directory in the global filesystem.
  836. export(String, DIR, GLOBAL) var tool_dir
  837. # The MULTILINE setting tells the editor to show a large input
  838. # field for editing over multiple lines.
  839. export(String, MULTILINE) var text
  840. # Limiting editor input ranges
  841. # Allow integer values from 0 to 20.
  842. export(int, 20) var i
  843. # Allow integer values from -10 to 20.
  844. export(int, -10, 20) var j
  845. # Allow floats from -10 to 20, with a step of 0.2.
  846. export(float, -10, 20, 0.2) var k
  847. # Allow values y = exp(x) where y varies between 100 and 1000
  848. # while snapping to steps of 20. The editor will present a
  849. # slider for easily editing the value.
  850. export(float, EXP, 100, 1000, 20) var l
  851. # Floats with Easing Hint
  852. # Display a visual representation of the ease() function
  853. # when editing.
  854. export(float, EASE) var transition_speed
  855. # Colors
  856. # Color given as Red-Green-Blue value
  857. export(Color, RGB) var col # Color is RGB.
  858. # Color given as Red-Green-Blue-Alpha value
  859. export(Color, RGBA) var col # Color is RGBA.
  860. # Another node in the scene can be exported too.
  861. export(NodePath) var node
  862. It must be noted that even if the script is not being run while at the
  863. editor, the exported properties are still editable (see below for
  864. "tool").
  865. Exporting bit flags
  866. ^^^^^^^^^^^^^^^^^^^
  867. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  868. values in one property. By using the export hint ``int, FLAGS``, they
  869. can be set from the editor:
  870. ::
  871. # Individually edit the bits of an integer.
  872. export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
  873. Restricting the flags to a certain number of named flags is also
  874. possible. The syntax is similar to the enumeration syntax:
  875. ::
  876. # Set any of the given flags from the editor.
  877. export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
  878. In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
  879. has value 4 and ``Wind`` corresponds to value 8. Usually, constants
  880. should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
  881. on).
  882. Using bit flags requires some understanding of bitwise operations. If in
  883. doubt, boolean variables should be exported instead.
  884. Exporting arrays
  885. ^^^^^^^^^^^^^^^^
  886. Exporting arrays works but with an important caveat: While regular
  887. arrays are created local to every class instance, exported arrays are *shared*
  888. between all instances. This means that editing them in one instance will
  889. cause them to change in all other instances. Exported arrays can have
  890. initializers, but they must be constant expressions.
  891. ::
  892. # Exported array, shared between all instances.
  893. # Default value must be a constant expression.
  894. export var a = [1, 2, 3]
  895. # Exported arrays can specify type (using the same hints as before).
  896. export(Array, int) var ints = [1,2,3]
  897. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  898. export(Array, Array, float) var two_dimensional = [[1, 2], [3, 4]]
  899. # You can omit the default value, but then it would be null if not assigned.
  900. export(Array) var b
  901. export(Array, PackedScene) var scenes
  902. # Typed arrays also work, only initialized empty:
  903. export var vector3s = PoolVector3Array()
  904. export var strings = PoolStringArray()
  905. # Regular array, created local for every instance.
  906. # Default value can include run-time values, but can't
  907. # be exported.
  908. var c = [a, 2, 3]
  909. Setters/getters
  910. ~~~~~~~~~~~~~~~
  911. It is often useful to know when a class' member variable changes for
  912. whatever reason. It may also be desired to encapsulate its access in some way.
  913. For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
  914. It is used directly after a variable definition:
  915. ::
  916. var variable = value setget setterfunc, getterfunc
  917. Whenever the value of ``variable`` is modified by an *external* source
  918. (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
  919. will be called. This happens *before* the value is changed. The *setter* must decide what to do
  920. with the new value. Vice-versa, when ``variable`` is accessed, the *getter* function
  921. (``getterfunc`` above) must ``return`` the desired value. Below is an example:
  922. ::
  923. var myvar setget my_var_set, my_var_get
  924. func my_var_set(new_value):
  925. my_var = new_value
  926. func my_var_get():
  927. return my_var # Getter must return a value.
  928. Either of the *setter* or *getter* functions can be omitted:
  929. ::
  930. # Only a setter.
  931. var my_var = 5 setget myvar_set
  932. # Only a getter (note the comma).
  933. var my_var = 5 setget ,myvar_get
  934. Get/Setters are especially useful when exporting variables to editor in tool
  935. scripts or plugins, for validating input.
  936. As said *local* access will *not* trigger the setter and getter. Here is an
  937. illustration of this:
  938. ::
  939. func _init():
  940. # Does not trigger setter/getter.
  941. my_integer = 5
  942. print(my_integer)
  943. # Does trigger setter/getter.
  944. self.my_integer = 5
  945. print(self.my_integer)
  946. Tool mode
  947. ~~~~~~~~~
  948. Scripts, by default, don't run inside the editor and only the exported
  949. properties can be changed. In some cases it is desired that they do run
  950. inside the editor (as long as they don't execute game code or manually
  951. avoid doing so). For this, the ``tool`` keyword exists and must be
  952. placed at the top of the file:
  953. ::
  954. tool
  955. extends Button
  956. func _ready():
  957. print("Hello")
  958. Memory management
  959. ~~~~~~~~~~~~~~~~~
  960. If a class inherits from :ref:`class_Reference`, then instances will be
  961. freed when no longer in use. No garbage collector exists, just
  962. reference counting. By default, all classes that don't define
  963. inheritance extend **Reference**. If this is not desired, then a class
  964. must inherit :ref:`class_Object` manually and must call instance.free(). To
  965. avoid reference cycles that can't be freed, a ``weakref`` function is
  966. provided for creating weak references.
  967. Alternatively, when not using references, the
  968. ``is_instance_valid(instance)`` can be used to check if an object has been
  969. freed.
  970. Signals
  971. ~~~~~~~
  972. It is often desired to send a notification that something happened in an
  973. instance. GDScript supports creation of built-in Godot signals.
  974. Declaring a signal in GDScript is easy using the `signal` keyword.
  975. ::
  976. # No arguments.
  977. signal your_signal_name
  978. # With arguments.
  979. signal your_signal_name_with_args(a, b)
  980. These signals can be connected in the editor or from code like regular signals.
  981. Take the instance of a class where the signal was
  982. declared and connect it to the method of another instance:
  983. ::
  984. func _callback_no_args():
  985. print("Got callback!")
  986. func _callback_args(a,b):
  987. print("Got callback with args! a: ", a, " and b: ", b)
  988. func _at_some_func():
  989. instance.connect("your_signal_name", self, "_callback_no_args")
  990. instance.connect("your_signal_name_with_args", self, "_callback_args")
  991. It is also possible to bind arguments to a signal that lacks them with
  992. your custom values:
  993. ::
  994. func _at_some_func():
  995. instance.connect("your_signal_name", self, "_callback_args", [22, "hello"])
  996. This is useful when a signal from many objects is connected to a
  997. single callback and the sender must be identified:
  998. ::
  999. func _button_pressed(which):
  1000. print("Button was pressed: ", which.get_name())
  1001. func _ready():
  1002. for b in get_node("buttons").get_children():
  1003. b.connect("pressed", self, "_button_pressed",[b])
  1004. Finally, emitting a custom signal is done by using the
  1005. Object.emit_signal method:
  1006. ::
  1007. func _at_some_func():
  1008. emit_signal("your_signal_name")
  1009. emit_signal("your_signal_name_with_args", 55, 128)
  1010. some_instance.emit_signal("some_signal")
  1011. Coroutines with yield
  1012. ~~~~~~~~~~~~~~~~~~~~~
  1013. GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
  1014. via the ``yield`` built-in function. Calling ``yield()`` will
  1015. immediately return from the current function, with the current frozen
  1016. state of the same function as the return value. Calling ``resume`` on
  1017. this resulting object will continue execution and return whatever the
  1018. function returns. Once resumed the state object becomes invalid. Here is
  1019. an example:
  1020. ::
  1021. func my_func():
  1022. print("Hello")
  1023. yield()
  1024. print("world")
  1025. func _ready():
  1026. var y = my_func()
  1027. # Function state saved in 'y'.
  1028. print("my dear")
  1029. y.resume()
  1030. # 'y' resumed and is now an invalid state.
  1031. Will print:
  1032. ::
  1033. Hello
  1034. my dear
  1035. world
  1036. It is also possible to pass values between yield() and resume(), for
  1037. example:
  1038. ::
  1039. func my_func():
  1040. print("Hello")
  1041. print(yield())
  1042. return "cheers!"
  1043. func _ready():
  1044. var y = my_func()
  1045. # Function state saved in 'y'.
  1046. print(y.resume("world"))
  1047. # 'y' resumed and is now an invalid state.
  1048. Will print:
  1049. ::
  1050. Hello
  1051. world
  1052. cheers!
  1053. Coroutines & signals
  1054. ^^^^^^^^^^^^^^^^^^^^
  1055. The real strength of using ``yield`` is when combined with signals.
  1056. ``yield`` can accept two parameters, an object and a signal. When the
  1057. signal is received, execution will recommence. Here are some examples:
  1058. ::
  1059. # Resume execution the next frame.
  1060. yield(get_tree(), "idle_frame")
  1061. # Resume execution when animation is done playing.
  1062. yield(get_node("AnimationPlayer"), "finished")
  1063. # Wait 5 seconds, then resume execution.
  1064. yield(get_tree().create_timer(5.0), "timeout")
  1065. Coroutines themselves use the ``completed`` signal when they transition
  1066. into an invalid state, for example:
  1067. ::
  1068. func my_func():
  1069. yield(button_func(), "completed")
  1070. print("All buttons were pressed, hurray!")
  1071. func button_func():
  1072. yield($Button0, "pressed")
  1073. yield($Button1, "pressed")
  1074. ``my_func`` will only continue execution once both the buttons are pressed.
  1075. Onready keyword
  1076. ~~~~~~~~~~~~~~~
  1077. When using nodes, it's common to desire to keep references to parts
  1078. of the scene in a variable. As scenes are only warranted to be
  1079. configured when entering the active scene tree, the sub-nodes can only
  1080. be obtained when a call to Node._ready() is made.
  1081. ::
  1082. var my_label
  1083. func _ready():
  1084. my_label = get_node("MyLabel")
  1085. This can get a little cumbersome, especially when nodes and external
  1086. references pile up. For this, GDScript has the ``onready`` keyword, that
  1087. defers initialization of a member variable until _ready is called. It
  1088. can replace the above code with a single line:
  1089. ::
  1090. onready var my_label = get_node("MyLabel")
  1091. Assert keyword
  1092. ~~~~~~~~~~~~~~
  1093. The ``assert`` keyword can be used to check conditions in debug builds.
  1094. These assertions are ignored in non-debug builds.
  1095. ::
  1096. # Check that 'i' is 0.
  1097. assert(i == 0)