gdscript_basics.rst 64 KB

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  1. .. _doc_gdscript:
  2. GDScript basics
  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 <https://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. var typed_var: int
  55. var inferred_type := "String"
  56. # Constants
  57. const ANSWER = 42
  58. const THE_NAME = "Charly"
  59. # Enums
  60. enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
  61. enum Named {THING_1, THING_2, ANOTHER_THING = -1}
  62. # Built-in vector types
  63. var v2 = Vector2(1, 2)
  64. var v3 = Vector3(1, 2, 3)
  65. # Function
  66. func some_function(param1, param2):
  67. var local_var = 5
  68. if param1 < local_var:
  69. print(param1)
  70. elif param2 > 5:
  71. print(param2)
  72. else:
  73. print("Fail!")
  74. for i in range(20):
  75. print(i)
  76. while param2 != 0:
  77. param2 -= 1
  78. var local_var2 = param1 + 3
  79. return local_var2
  80. # Functions override functions with the same name on the base/parent class.
  81. # If you still want to call them, use '.' (like 'super' in other languages).
  82. func something(p1, p2):
  83. .something(p1, p2)
  84. # Inner class
  85. class Something:
  86. var a = 10
  87. # Constructor
  88. func _init():
  89. print("Constructed!")
  90. var lv = Something.new()
  91. print(lv.a)
  92. If you have previous experience with statically typed languages such as
  93. C, C++, or C# but never used a dynamically typed one before, it is advised you
  94. read this tutorial: :ref:`doc_gdscript_more_efficiently`.
  95. Language
  96. --------
  97. In the following, an overview is given to GDScript. Details, such as which
  98. methods are available to arrays or other objects, should be looked up in
  99. the linked class descriptions.
  100. Identifiers
  101. ~~~~~~~~~~~
  102. Any string that restricts itself to alphabetic characters (``a`` to
  103. ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
  104. as an identifier. Additionally, identifiers must not begin with a digit.
  105. Identifiers are case-sensitive (``foo`` is different from ``FOO``).
  106. Keywords
  107. ~~~~~~~~
  108. The following is the list of keywords supported by the language. Since
  109. keywords are reserved words (tokens), they can't be used as identifiers.
  110. Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
  111. as listed in the following sections are also reserved.
  112. Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
  113. in case you want to take a look under the hood.
  114. +------------+---------------------------------------------------------------------------------------------------------------+
  115. | Keyword | Description |
  116. +============+===============================================================================================================+
  117. | if | See `if/else/elif`_. |
  118. +------------+---------------------------------------------------------------------------------------------------------------+
  119. | elif | See `if/else/elif`_. |
  120. +------------+---------------------------------------------------------------------------------------------------------------+
  121. | else | See `if/else/elif`_. |
  122. +------------+---------------------------------------------------------------------------------------------------------------+
  123. | for | See for_. |
  124. +------------+---------------------------------------------------------------------------------------------------------------+
  125. | while | See while_. |
  126. +------------+---------------------------------------------------------------------------------------------------------------+
  127. | match | See match_. |
  128. +------------+---------------------------------------------------------------------------------------------------------------+
  129. | break | Exits the execution of the current ``for`` or ``while`` loop. |
  130. +------------+---------------------------------------------------------------------------------------------------------------+
  131. | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
  132. +------------+---------------------------------------------------------------------------------------------------------------+
  133. | pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
  134. +------------+---------------------------------------------------------------------------------------------------------------+
  135. | return | Returns a value from a function. |
  136. +------------+---------------------------------------------------------------------------------------------------------------+
  137. | class | Defines a class. |
  138. +------------+---------------------------------------------------------------------------------------------------------------+
  139. | extends | Defines what class to extend with the current class. |
  140. +------------+---------------------------------------------------------------------------------------------------------------+
  141. | is | Tests whether a variable extends a given class, or is of a given built-in type. |
  142. +------------+---------------------------------------------------------------------------------------------------------------+
  143. | as | Cast the value to a given type if possible. |
  144. +------------+---------------------------------------------------------------------------------------------------------------+
  145. | self | Refers to current class instance. |
  146. +------------+---------------------------------------------------------------------------------------------------------------+
  147. | tool | Executes the script in the editor. |
  148. +------------+---------------------------------------------------------------------------------------------------------------+
  149. | signal | Defines a signal. |
  150. +------------+---------------------------------------------------------------------------------------------------------------+
  151. | func | Defines a function. |
  152. +------------+---------------------------------------------------------------------------------------------------------------+
  153. | static | Defines a static function. Static member variables are not allowed. |
  154. +------------+---------------------------------------------------------------------------------------------------------------+
  155. | const | Defines a constant. |
  156. +------------+---------------------------------------------------------------------------------------------------------------+
  157. | enum | Defines an enum. |
  158. +------------+---------------------------------------------------------------------------------------------------------------+
  159. | var | Defines a variable. |
  160. +------------+---------------------------------------------------------------------------------------------------------------+
  161. | onready | Initializes a variable once the Node the script is attached to and its children are part of the scene tree. |
  162. +------------+---------------------------------------------------------------------------------------------------------------+
  163. | export | Saves a variable along with the resource it's attached to and makes it visible and modifiable in the editor. |
  164. +------------+---------------------------------------------------------------------------------------------------------------+
  165. | setget | Defines setter and getter functions for a variable. |
  166. +------------+---------------------------------------------------------------------------------------------------------------+
  167. | breakpoint | Editor helper for debugger breakpoints. |
  168. +------------+---------------------------------------------------------------------------------------------------------------+
  169. | preload | Preloads a class or variable. See `Classes as resources`_. |
  170. +------------+---------------------------------------------------------------------------------------------------------------+
  171. | yield | Coroutine support. See `Coroutines with yield`_. |
  172. +------------+---------------------------------------------------------------------------------------------------------------+
  173. | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
  174. +------------+---------------------------------------------------------------------------------------------------------------+
  175. | remote | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  176. +------------+---------------------------------------------------------------------------------------------------------------+
  177. | master | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  178. +------------+---------------------------------------------------------------------------------------------------------------+
  179. | puppet | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  180. +------------+---------------------------------------------------------------------------------------------------------------+
  181. | remotesync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  182. +------------+---------------------------------------------------------------------------------------------------------------+
  183. | mastersync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  184. +------------+---------------------------------------------------------------------------------------------------------------+
  185. | puppetsync | Networking RPC annotation. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  186. +------------+---------------------------------------------------------------------------------------------------------------+
  187. | PI | PI constant. |
  188. +------------+---------------------------------------------------------------------------------------------------------------+
  189. | TAU | TAU constant. |
  190. +------------+---------------------------------------------------------------------------------------------------------------+
  191. | INF | Infinity constant. Used for comparisons. |
  192. +------------+---------------------------------------------------------------------------------------------------------------+
  193. | NAN | NAN (not a number) constant. Used for comparisons. |
  194. +------------+---------------------------------------------------------------------------------------------------------------+
  195. Operators
  196. ~~~~~~~~~
  197. The following is the list of supported operators and their precedence.
  198. +---------------------------------------------------------------+-----------------------------------------+
  199. | **Operator** | **Description** |
  200. +---------------------------------------------------------------+-----------------------------------------+
  201. | ``x[index]`` | Subscription (highest priority) |
  202. +---------------------------------------------------------------+-----------------------------------------+
  203. | ``x.attribute`` | Attribute reference |
  204. +---------------------------------------------------------------+-----------------------------------------+
  205. | ``is`` | Instance type checker |
  206. +---------------------------------------------------------------+-----------------------------------------+
  207. | ``~`` | Bitwise NOT |
  208. +---------------------------------------------------------------+-----------------------------------------+
  209. | ``-x`` | Negative / Unary negation |
  210. +---------------------------------------------------------------+-----------------------------------------+
  211. | ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
  212. | | |
  213. | | These operators have the same behavior |
  214. | | as C++. Integer division is truncated |
  215. | | rather than returning a fractional |
  216. | | number, and the % operator is only |
  217. | | available for ints ("fmod" for floats) |
  218. +---------------------------------------------------------------+-----------------------------------------+
  219. | ``+`` | Addition / Concatenation of arrays |
  220. +---------------------------------------------------------------+-----------------------------------------+
  221. | ``-`` | Subtraction |
  222. +---------------------------------------------------------------+-----------------------------------------+
  223. | ``<<`` ``>>`` | Bit shifting |
  224. +---------------------------------------------------------------+-----------------------------------------+
  225. | ``&`` | Bitwise AND |
  226. +---------------------------------------------------------------+-----------------------------------------+
  227. | ``^`` | Bitwise XOR |
  228. +---------------------------------------------------------------+-----------------------------------------+
  229. | ``|`` | Bitwise OR |
  230. +---------------------------------------------------------------+-----------------------------------------+
  231. | ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
  232. +---------------------------------------------------------------+-----------------------------------------+
  233. | ``in`` | Content test |
  234. +---------------------------------------------------------------+-----------------------------------------+
  235. | ``!`` ``not`` | Boolean NOT |
  236. +---------------------------------------------------------------+-----------------------------------------+
  237. | ``and`` ``&&`` | Boolean AND |
  238. +---------------------------------------------------------------+-----------------------------------------+
  239. | ``or`` ``||`` | Boolean OR |
  240. +---------------------------------------------------------------+-----------------------------------------+
  241. | ``if x else`` | Ternary if/else |
  242. +---------------------------------------------------------------+-----------------------------------------+
  243. | ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` | Assignment (lowest priority) |
  244. +---------------------------------------------------------------+-----------------------------------------+
  245. Literals
  246. ~~~~~~~~
  247. +--------------------------+----------------------------------------+
  248. | **Literal** | **Type** |
  249. +--------------------------+----------------------------------------+
  250. | ``45`` | Base 10 integer |
  251. +--------------------------+----------------------------------------+
  252. | ``0x8F51`` | Base 16 (hexadecimal) integer |
  253. +--------------------------+----------------------------------------+
  254. | ``0b101010`` | Base 2 (binary) integer |
  255. +--------------------------+----------------------------------------+
  256. | ``3.14``, ``58.1e-10`` | Floating-point number (real) |
  257. +--------------------------+----------------------------------------+
  258. | ``"Hello"``, ``"Hi"`` | Strings |
  259. +--------------------------+----------------------------------------+
  260. | ``"""Hello"""`` | Multiline string |
  261. +--------------------------+----------------------------------------+
  262. | ``@"Node/Label"`` | :ref:`class_NodePath` or StringName |
  263. +--------------------------+----------------------------------------+
  264. | ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
  265. +--------------------------+----------------------------------------+
  266. Comments
  267. ~~~~~~~~
  268. Anything from a ``#`` to the end of the line is ignored and is
  269. considered a comment.
  270. ::
  271. # This is a comment.
  272. .. _doc_gdscript_builtin_types:
  273. Built-in types
  274. --------------
  275. Built-in types are stack-allocated. They are passed as values. This means a copy
  276. is created on each assignment or when passing them as arguments to functions.
  277. The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by
  278. reference so they are shared. (Pooled arrays such as ``PoolByteArray`` are still
  279. passed as values.)
  280. Basic built-in types
  281. ~~~~~~~~~~~~~~~~~~~~
  282. A variable in GDScript can be assigned to several built-in types.
  283. null
  284. ^^^^
  285. ``null`` is an empty data type that contains no information and can not
  286. be assigned any other value.
  287. bool
  288. ^^^^
  289. The Boolean data type can only contain ``true`` or ``false``.
  290. int
  291. ^^^
  292. The integer data type can only contain integer numbers (both negative
  293. and positive).
  294. float
  295. ^^^^^
  296. Used to contain a floating-point value (real numbers).
  297. :ref:`String <class_String>`
  298. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  299. A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
  300. Strings can contain
  301. `standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
  302. GDScript also supports :ref:`doc_gdscript_printf`.
  303. Vector built-in types
  304. ~~~~~~~~~~~~~~~~~~~~~
  305. :ref:`Vector2 <class_Vector2>`
  306. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  307. 2D vector type containing ``x`` and ``y`` fields. Can also be
  308. accessed as array.
  309. :ref:`Rect2 <class_Rect2>`
  310. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  311. 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
  312. Also contains an ``end`` field which is ``position + size``.
  313. :ref:`Vector3 <class_Vector3>`
  314. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  315. 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
  316. be accessed as an array.
  317. :ref:`Transform2D <class_Transform2D>`
  318. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  319. 3×2 matrix used for 2D transforms.
  320. :ref:`Plane <class_Plane>`
  321. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  322. 3D Plane type in normalized form that contains a ``normal`` vector field
  323. and a ``d`` scalar distance.
  324. :ref:`Quat <class_Quat>`
  325. ^^^^^^^^^^^^^^^^^^^^^^^^
  326. Quaternion is a datatype used for representing a 3D rotation. It's
  327. useful for interpolating rotations.
  328. :ref:`AABB <class_AABB>`
  329. ^^^^^^^^^^^^^^^^^^^^^^^^
  330. Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
  331. and ``size``. Also contains an ``end`` field which is
  332. ``position + size``.
  333. :ref:`Basis <class_Basis>`
  334. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  335. 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
  336. (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
  337. vectors.
  338. :ref:`Transform <class_Transform>`
  339. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  340. 3D Transform contains a Basis field ``basis`` and a Vector3 field
  341. ``origin``.
  342. Engine built-in types
  343. ~~~~~~~~~~~~~~~~~~~~~
  344. :ref:`Color <class_Color>`
  345. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  346. Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
  347. also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
  348. :ref:`NodePath <class_NodePath>`
  349. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  350. Compiled path to a node used mainly in the scene system. It can be
  351. easily assigned to, and from, a String.
  352. :ref:`RID <class_RID>`
  353. ^^^^^^^^^^^^^^^^^^^^^^
  354. Resource ID (RID). Servers use generic RIDs to reference opaque data.
  355. :ref:`Object <class_Object>`
  356. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  357. Base class for anything that is not a built-in type.
  358. Container built-in types
  359. ~~~~~~~~~~~~~~~~~~~~~~~~
  360. :ref:`Array <class_Array>`
  361. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  362. Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
  363. The array can resize dynamically. Arrays are indexed starting from index ``0``.
  364. Negative indices count from the end.
  365. ::
  366. var arr = []
  367. arr = [1, 2, 3]
  368. var b = arr[1] # This is 2.
  369. var c = arr[arr.size() - 1] # This is 3.
  370. var d = arr[-1] # Same as the previous line, but shorter.
  371. arr[0] = "Hi!" # Replacing value 1 with "Hi!".
  372. arr.append(4) # Array is now ["Hi!", 2, 3, 4].
  373. GDScript arrays are allocated linearly in memory for speed.
  374. Large arrays (more than tens of thousands of elements) may however cause
  375. memory fragmentation. If this is a concern, special types of
  376. arrays are available. These only accept a single data type. They avoid memory
  377. fragmentation and use less memory, but are atomic and tend to run slower than generic
  378. arrays. They are therefore only recommended to use for large data sets:
  379. - :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
  380. - :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
  381. - :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
  382. - :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
  383. - :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
  384. - :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
  385. - :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
  386. :ref:`Dictionary <class_Dictionary>`
  387. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  388. Associative container which contains values referenced by unique keys.
  389. ::
  390. var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
  391. d["Hi!"] = 0
  392. d = {
  393. 22: "value",
  394. "some_key": 2,
  395. "other_key": [2, 3, 4],
  396. "more_key": "Hello"
  397. }
  398. Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
  399. and doesn't use quotes to mark string keys (making for slightly less to write).
  400. Note however that like any GDScript identifier, keys written in this form cannot
  401. start with a digit.
  402. ::
  403. var d = {
  404. test22 = "value",
  405. some_key = 2,
  406. other_key = [2, 3, 4],
  407. more_key = "Hello"
  408. }
  409. To add a key to an existing dictionary, access it like an existing key and
  410. assign to it::
  411. var d = {} # Create an empty Dictionary.
  412. d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
  413. d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
  414. d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
  415. Data
  416. ----
  417. Variables
  418. ~~~~~~~~~
  419. Variables can exist as class members or local to functions. They are
  420. created with the ``var`` keyword and may, optionally, be assigned a
  421. value upon initialization.
  422. ::
  423. var a # Data type is 'null' by default.
  424. var b = 5
  425. var c = 3.8
  426. var d = b + c # Variables are always initialized in order.
  427. Variables can optionally have a type specification. When a type is specified,
  428. the variable will be forced to have always that same type, and trying to assign
  429. an incompatible value will raise an error.
  430. Types are specified in the variable declaration using a ``:`` (colon) symbol
  431. after the variable name, followed by the type.
  432. ::
  433. var my_vector2: Vector2
  434. var my_node: Node = Sprite.new()
  435. If the variable is initialized within the declaration, the type can be inferred, so
  436. it's possible to omit the type name::
  437. var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'
  438. var my_node := Sprite.new() # 'my_node' is of type 'Sprite'
  439. Type inference is only possible if the assigned value has a defined type, otherwise
  440. it will raise an error.
  441. Valid types are:
  442. - Built-in types (Array, Vector2, int, String, etc.).
  443. - Engine classes (Node, Resource, Reference, etc.).
  444. - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
  445. - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope).
  446. - Script classes declared with the ``class_name`` keyword.
  447. Casting
  448. ^^^^^^^
  449. Values assigned to typed variables must have a compatible type. If it's needed to
  450. coerce a value to be of a certain type, in particular for object types, you can
  451. use the casting operator ``as``.
  452. Casting between object types results in the same object if the value is of the
  453. same type or a subtype of the cast type.
  454. ::
  455. var my_node2D: Node2D
  456. my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
  457. If the value is not a subtype, the casting operation will result in a ``null`` value.
  458. ::
  459. var my_node2D: Node2D
  460. my_node2D = $Button # Results in 'null' since a Button is not a subtype of Node2D
  461. For built-in types, they will be forcibly converted if possible, otherwise the
  462. engine will raise an error.
  463. ::
  464. var my_int: int
  465. my_int = "123" as int # The string can be converted to int
  466. my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error
  467. Casting is also useful to have better type-safe variables when interacting with
  468. the scene tree::
  469. # Will infer the variable to be of type Sprite.
  470. var my_sprite := $Character as Sprite
  471. # Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
  472. ($AnimPlayer as AnimationPlayer).play("walk")
  473. Constants
  474. ~~~~~~~~~
  475. Constants are similar to variables, but must be constants or constant
  476. expressions and must be assigned on initialization.
  477. ::
  478. const A = 5
  479. const B = Vector2(20, 20)
  480. const C = 10 + 20 # Constant expression.
  481. const D = Vector2(20, 30).x # Constant expression: 20.
  482. const E = [1, 2, 3, 4][0] # Constant expression: 1.
  483. const F = sin(20) # 'sin()' can be used in constant expressions.
  484. const G = x + 20 # Invalid; this is not a constant expression!
  485. const H = A + 20 # Constant expression: 25.
  486. Although the type of constants is inferred from the assigned value, it's also
  487. possible to add explicit type specification::
  488. const A: int = 5
  489. const B: Vector2 = Vector2()
  490. Assigning a value of an incompatible type will raise an error.
  491. Enums
  492. ^^^^^
  493. Enums are basically a shorthand for constants, and are pretty useful if you
  494. want to assign consecutive integers to some constant.
  495. If you pass a name to the enum, it will put all the keys inside a constant
  496. dictionary of that name.
  497. .. important: In Godot 3.1 and later, keys in a named enum are not registered
  498. as global constants. They should be accessed prefixed by the
  499. enum's name (``Name.KEY``); see an example below.
  500. ::
  501. enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  502. # Is the same as:
  503. const TILE_BRICK = 0
  504. const TILE_FLOOR = 1
  505. const TILE_SPIKE = 2
  506. const TILE_TELEPORT = 3
  507. enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
  508. # Is the same as:
  509. const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
  510. # Access values with State.STATE_IDLE, etc.
  511. Functions
  512. ~~~~~~~~~
  513. Functions always belong to a `class <Classes_>`_. The scope priority for
  514. variable look-up is: local → class member → global. The ``self`` variable is
  515. always available and is provided as an option for accessing class members, but
  516. is not always required (and should *not* be sent as the function's first
  517. argument, unlike Python).
  518. ::
  519. func my_function(a, b):
  520. print(a)
  521. print(b)
  522. return a + b # Return is optional; without it 'null' is returned.
  523. A function can ``return`` at any point. The default return value is ``null``.
  524. Functions can also have type specification for the arguments and for the return
  525. value. Types for arguments can be added in a similar way to variables::
  526. func my_function(a: int, b: String):
  527. pass
  528. If a function argument has a default value, it's possible to infer the type::
  529. func my_function(int_arg := 42, String_arg := "string"):
  530. pass
  531. The return type of the function can be specified after the arguments list using
  532. the arrow token (``->``)::
  533. func my_int_function() -> int:
  534. return 0
  535. Functions that have a return type **must** return a proper value. Setting the
  536. type as ``void`` means the function doesn't return anything. Void functions can
  537. return early with the ``return`` keyword, but they can't return any value.
  538. ::
  539. void_function() -> void:
  540. return # Can't return a value
  541. .. note:: Non-void functions must **always** return a value, so if your code has
  542. branching statements (such as an ``if``/``else`` construct), all the
  543. possible paths must have a return. E.g., if you have a ``return``
  544. inside an ``if`` block but not after it, the editor will raise an
  545. error because if the block is not executed, the function won't have a
  546. valid value to return.
  547. Referencing functions
  548. ^^^^^^^^^^^^^^^^^^^^^
  549. Contrary to Python, functions are *not* first-class objects in GDScript. This
  550. means they cannot be stored in variables, passed as an argument to another
  551. function or be returned from other functions. This is for performance reasons.
  552. To reference a function by name at run-time, (e.g. to store it in a variable, or
  553. pass it to another function as an argument) one must use the ``call`` or
  554. ``funcref`` helpers::
  555. # Call a function by name in one step.
  556. my_node.call("my_function", args)
  557. # Store a function reference.
  558. var my_func = funcref(my_node, "my_function")
  559. # Call stored function reference.
  560. my_func.call_func(args)
  561. Static functions
  562. ^^^^^^^^^^^^^^^^
  563. A function can be declared static. When a function is static, it has no
  564. access to the instance member variables or ``self``. This is mainly
  565. useful to make libraries of helper functions::
  566. static func sum2(a, b):
  567. return a + b
  568. Statements and control flow
  569. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  570. Statements are standard and can be assignments, function calls, control
  571. flow structures, etc (see below). ``;`` as a statement separator is
  572. entirely optional.
  573. if/else/elif
  574. ^^^^^^^^^^^^
  575. Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
  576. Parenthesis around conditions are allowed, but not required. Given the
  577. nature of the tab-based indentation, ``elif`` can be used instead of
  578. ``else``/``if`` to maintain a level of indentation.
  579. ::
  580. if [expression]:
  581. statement(s)
  582. elif [expression]:
  583. statement(s)
  584. else:
  585. statement(s)
  586. Short statements can be written on the same line as the condition::
  587. if 1 + 1 == 2: return 2 + 2
  588. else:
  589. var x = 3 + 3
  590. return x
  591. Sometimes, you might want to assign a different initial value based on a
  592. boolean expression. In this case, ternary-if expressions come in handy::
  593. var x = [value] if [expression] else [value]
  594. y += 3 if y < 10 else -1
  595. while
  596. ^^^^^
  597. Simple loops are created by using ``while`` syntax. Loops can be broken
  598. using ``break`` or continued using ``continue``:
  599. ::
  600. while [expression]:
  601. statement(s)
  602. for
  603. ^^^
  604. To iterate through a range, such as an array or table, a *for* loop is
  605. used. When iterating over an array, the current array element is stored in
  606. the loop variable. When iterating over a dictionary, the *index* is stored
  607. in the loop variable.
  608. ::
  609. for x in [5, 7, 11]:
  610. statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
  611. var dict = {"a": 0, "b": 1, "c": 2}
  612. for i in dict:
  613. print(dict[i]) # Prints 0, then 1, then 2.
  614. for i in range(3):
  615. statement # Similar to [0, 1, 2] but does not allocate an array.
  616. for i in range(1, 3):
  617. statement # Similar to [1, 2] but does not allocate an array.
  618. for i in range(2, 8, 2):
  619. statement # Similar to [2, 4, 6] but does not allocate an array.
  620. for c in "Hello":
  621. print(c) # Iterate through all characters in a String, print every letter on new line.
  622. match
  623. ^^^^^
  624. A ``match`` statement is used to branch execution of a program.
  625. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
  626. Basic syntax::
  627. match [expression]:
  628. [pattern](s):
  629. [block]
  630. [pattern](s):
  631. [block]
  632. [pattern](s):
  633. [block]
  634. **Crash-course for people who are familiar with switch statements**:
  635. 1. Replace ``switch`` with ``match``.
  636. 2. Remove ``case``.
  637. 3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
  638. 4. Change ``default`` to a single underscore.
  639. **Control flow**:
  640. The patterns are matched from top to bottom.
  641. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
  642. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
  643. There are 6 pattern types:
  644. - Constant pattern
  645. Constant primitives, like numbers and strings::
  646. match x:
  647. 1:
  648. print("We are number one!")
  649. 2:
  650. print("Two are better than one!")
  651. "test":
  652. print("Oh snap! It's a string!")
  653. - Variable pattern
  654. Matches the contents of a variable/enum::
  655. match typeof(x):
  656. TYPE_REAL:
  657. print("float")
  658. TYPE_STRING:
  659. print("text")
  660. TYPE_ARRAY:
  661. print("array")
  662. - Wildcard pattern
  663. This pattern matches everything. It's written as a single underscore.
  664. It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::
  665. match x:
  666. 1:
  667. print("It's one!")
  668. 2:
  669. print("It's one times two!")
  670. _:
  671. print("It's not 1 or 2. I don't care to be honest.")
  672. - Binding pattern
  673. A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
  674. It's especially useful in array and dictionary patterns::
  675. match x:
  676. 1:
  677. print("It's one!")
  678. 2:
  679. print("It's one times two!")
  680. var new_var:
  681. print("It's not 1 or 2, it's ", new_var)
  682. - Array pattern
  683. Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
  684. The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  685. **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``.
  686. Every subpattern has to be comma-separated.
  687. ::
  688. match x:
  689. []:
  690. print("Empty array")
  691. [1, 3, "test", null]:
  692. print("Very specific array")
  693. [var start, _, "test"]:
  694. print("First element is ", start, ", and the last is \"test\"")
  695. [42, ..]:
  696. print("Open ended array")
  697. - Dictionary pattern
  698. Works in the same way as the array pattern. Every key has to be a constant pattern.
  699. The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  700. **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``.
  701. Every subpattern has to be comma separated.
  702. If you don't specify a value, then only the existence of the key is checked.
  703. A value pattern is separated from the key pattern with a ``:``.
  704. ::
  705. match x:
  706. {}:
  707. print("Empty dict")
  708. {"name": "Dennis"}:
  709. print("The name is Dennis")
  710. {"name": "Dennis", "age": var age}:
  711. print("Dennis is ", age, " years old.")
  712. {"name", "age"}:
  713. print("Has a name and an age, but it's not Dennis :(")
  714. {"key": "godotisawesome", ..}:
  715. print("I only checked for one entry and ignored the rest")
  716. - Multiple patterns
  717. You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them.
  718. ::
  719. match x:
  720. 1, 2, 3:
  721. print("It's 1 - 3")
  722. "Sword", "Splash potion", "Fist":
  723. print("Yep, you've taken damage")
  724. Classes
  725. ~~~~~~~
  726. By default, all script files are unnamed classes. In this case, you can only
  727. reference them using the file's path, using either a relative or an absolute
  728. path. For example, if you name a script file ``character.gd``::
  729. # Inherit from Character.gd
  730. extends res://path/to/character.gd
  731. # Load character.gd and create a new node instance from it
  732. var Character = load("res://path/to/character.gd")
  733. var character_node = Character.new()
  734. Instead, you can give your class a name to register it as a new type in Godot's
  735. editor. For that, you use the ``class_name`` keyword. You can add an
  736. optional comma followed by a path to an image, to use it as an icon. Your class
  737. will then appear with its new icon in the editor::
  738. # Item.gd
  739. extends Node
  740. class_name Item, "res://interface/icons/item.png"
  741. .. image:: img/class_name_editor_register_example.png
  742. Here's a class file example:
  743. ::
  744. # Saved as a file named 'character.gd'.
  745. class_name Character
  746. var health = 5
  747. func print_health():
  748. print(health)
  749. func print_this_script_three_times():
  750. print(get_script())
  751. print(ResourceLoader.load("res://character.gd"))
  752. print(Character)
  753. .. note:: Godot's class syntax is compact: it can only contain member variables or
  754. functions. You can use static functions, but not static member variables. In the
  755. same way, the engine initializes variables every time you create an instance,
  756. and this includes arrays and dictionaries. This is in the spirit of thread
  757. safety, since scripts can be initialized in separate threads without the user
  758. knowing.
  759. Inheritance
  760. ^^^^^^^^^^^
  761. A class (stored as a file) can inherit from:
  762. - A global class.
  763. - Another class file.
  764. - An inner class inside another class file.
  765. Multiple inheritance is not allowed.
  766. Inheritance uses the ``extends`` keyword::
  767. # Inherit/extend a globally available class.
  768. extends SomeClass
  769. # Inherit/extend a named class file.
  770. extends "somefile.gd"
  771. # Inherit/extend an inner class in another file.
  772. extends "somefile.gd".SomeInnerClass
  773. To check if a given instance inherits from a given class,
  774. the ``is`` keyword can be used::
  775. # Cache the enemy class.
  776. const Enemy = preload("enemy.gd")
  777. # [...]
  778. # Use 'is' to check inheritance.
  779. if (entity is Enemy):
  780. entity.apply_damage()
  781. To call a function in a *parent class* (i.e. one ``extend``-ed in your current
  782. class), prepend ``.`` to the function name::
  783. .base_func(args)
  784. This is especially useful because functions in extending classes replace
  785. functions with the same name in their parent classes. If you still want to
  786. call them, you can prefix them with ``.`` (like the ``super`` keyword
  787. in other languages)::
  788. func some_func(x):
  789. .some_func(x) # Calls the same function on the parent class.
  790. .. note:: Default functions like ``_init``, and most notifications such as
  791. ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``,
  792. etc. are called in all parent classes automatically.
  793. There is no need to call them explicitly when overloading them.
  794. Class Constructor
  795. ^^^^^^^^^^^^^^^^^
  796. The class constructor, called on class instantiation, is named ``_init``. As
  797. mentioned earlier, the constructors of parent classes are called automatically
  798. when inheriting a class. So, there is usually no need to call ``._init()``
  799. explicitly.
  800. Unlike the call of a regular function, like in the above example with
  801. ``.some_func``, if the constructor from the inherited class takes arguments,
  802. they are passed like this::
  803. func _init(args).(parent_args):
  804. pass
  805. This is better explained through examples. Consider this scenario::
  806. # State.gd (inherited class)
  807. var entity = null
  808. var message = null
  809. func _init(e=null):
  810. entity = e
  811. func enter(m):
  812. message = m
  813. # Idle.gd (inheriting class)
  814. extends "State.gd"
  815. func _init(e=null, m=null).(e):
  816. # Do something with 'e'.
  817. message = m
  818. There are a few things to keep in mind here:
  819. 1. If the inherited class (``State.gd``) defines a ``_init`` constructor that takes
  820. arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must*
  821. define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``.
  822. 2. ``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``.
  823. 3. In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
  824. in to ``Idle.gd``.
  825. 4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
  826. to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you
  827. can pass literals in the base constructor as well, not just variables. eg.::
  828. # Idle.gd
  829. func _init().(5):
  830. pass
  831. Inner classes
  832. ^^^^^^^^^^^^^
  833. A class file can contain inner classes. Inner classes are defined using the
  834. ``class`` keyword. They are instanced using the ``ClassName.new()``
  835. function.
  836. ::
  837. # Inside a class file.
  838. # An inner class in this class file.
  839. class SomeInnerClass:
  840. var a = 5
  841. func print_value_of_a():
  842. print(a)
  843. # This is the constructor of the class file's main class.
  844. func _init():
  845. var c = SomeInnerClass.new()
  846. c.print_value_of_a()
  847. Classes as resources
  848. ^^^^^^^^^^^^^^^^^^^^
  849. Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
  850. must be loaded from disk to access them in other classes. This is done using
  851. either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
  852. class resource is done by calling the ``new`` function on the class object::
  853. # Load the class resource when calling load().
  854. var my_class = load("myclass.gd")
  855. # Preload the class only once at compile time.
  856. const MyClass = preload("myclass.gd")
  857. func _init():
  858. var a = MyClass.new()
  859. a.some_function()
  860. .. _doc_gdscript_exports:
  861. Exports
  862. ~~~~~~~
  863. Class members can be exported. This means their value gets saved along
  864. with the resource (e.g. the :ref:`scene <class_PackedScene>`) they're attached
  865. to. They will also be available for editing in the property editor. Exporting
  866. is done by using the ``export`` keyword::
  867. extends Button
  868. export var number = 5 # Value will be saved and visible in the property editor.
  869. An exported variable must be initialized to a constant expression or have an
  870. export hint in the form of an argument to the export keyword (see below).
  871. One of the fundamental benefits of exporting member variables is to have
  872. them visible and editable in the editor. This way, artists and game designers
  873. can modify values that later influence how the program runs. For this, a
  874. special export syntax is provided.
  875. ::
  876. # If the exported value assigns a constant or constant expression,
  877. # the type will be inferred and used in the editor.
  878. export var number = 5
  879. # Export can take a basic data type as an argument, which will be
  880. # used in the editor.
  881. export(int) var number
  882. # Export can also take a resource type to use as a hint.
  883. export(Texture) var character_face
  884. export(PackedScene) var scene_file
  885. # There are many resource types that can be used this way, try e.g.
  886. # the following to list them:
  887. export(Resource) var resource
  888. # Integers and strings hint enumerated values.
  889. # Editor will enumerate as 0, 1 and 2.
  890. export(int, "Warrior", "Magician", "Thief") var character_class
  891. # Editor will enumerate with string names.
  892. export(String, "Rebecca", "Mary", "Leah") var character_name
  893. # Named enum values
  894. # Editor will enumerate as THING_1, THING_2, ANOTHER_THING.
  895. enum NamedEnum {THING_1, THING_2, ANOTHER_THING = -1}
  896. export (NamedEnum) var x
  897. # Strings as paths
  898. # String is a path to a file.
  899. export(String, FILE) var f
  900. # String is a path to a directory.
  901. export(String, DIR) var f
  902. # String is a path to a file, custom filter provided as hint.
  903. export(String, FILE, "*.txt") var f
  904. # Using paths in the global filesystem is also possible,
  905. # but only in tool scripts (see further below).
  906. # String is a path to a PNG file in the global filesystem.
  907. export(String, FILE, GLOBAL, "*.png") var tool_image
  908. # String is a path to a directory in the global filesystem.
  909. export(String, DIR, GLOBAL) var tool_dir
  910. # The MULTILINE setting tells the editor to show a large input
  911. # field for editing over multiple lines.
  912. export(String, MULTILINE) var text
  913. # Limiting editor input ranges
  914. # Allow integer values from 0 to 20.
  915. export(int, 20) var i
  916. # Allow integer values from -10 to 20.
  917. export(int, -10, 20) var j
  918. # Allow floats from -10 to 20, with a step of 0.2.
  919. export(float, -10, 20, 0.2) var k
  920. # Allow values 'y = exp(x)' where 'y' varies between 100 and 1000
  921. # while snapping to steps of 20. The editor will present a
  922. # slider for easily editing the value.
  923. export(float, EXP, 100, 1000, 20) var l
  924. # Floats with easing hint
  925. # Display a visual representation of the 'ease()' function
  926. # when editing.
  927. export(float, EASE) var transition_speed
  928. # Colors
  929. # Color given as red-green-blue value (alpha will always be 1)
  930. export(Color, RGB) var col
  931. # Color given as red-green-blue-alpha value
  932. export(Color, RGBA) var col
  933. # Another node in the scene can be exported, too.
  934. export(NodePath) var node
  935. It must be noted that even if the script is not being run while in the
  936. editor, the exported properties are still editable (see below for
  937. ``tool``).
  938. Exporting bit flags
  939. ^^^^^^^^^^^^^^^^^^^
  940. Integers used as bit flags can store multiple ``true``/``false`` (boolean)
  941. values in one property. By using the export hint ``int, FLAGS``, they
  942. can be set from the editor::
  943. # Individually edit the bits of an integer.
  944. export(int, FLAGS) var spell_elements = ELEMENT_WIND | ELEMENT_WATER
  945. Restricting the flags to a certain number of named flags is also
  946. possible. The syntax is similar to the enumeration syntax::
  947. # Set any of the given flags from the editor.
  948. export(int, FLAGS, "Fire", "Water", "Earth", "Wind") var spell_elements = 0
  949. In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth``
  950. has value 4 and ``Wind`` corresponds to value 8. Usually, constants
  951. should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so
  952. on).
  953. Using bit flags requires some understanding of bitwise operations. If in
  954. doubt, boolean variables should be exported instead.
  955. Exporting arrays
  956. ^^^^^^^^^^^^^^^^
  957. Exporting arrays works, but with an important caveat: while regular
  958. arrays are created local to every class instance, exported arrays are *shared*
  959. between all instances. This means that editing them in one instance will
  960. cause them to change in all other instances. Exported arrays can have
  961. initializers, but they must be constant expressions.
  962. ::
  963. # Exported array, shared between all instances.
  964. # Default value must be a constant expression.
  965. export var a = [1, 2, 3]
  966. # Exported arrays can specify type (using the same hints as before).
  967. export(Array, int) var ints = [1,2,3]
  968. export(Array, int, "Red", "Green", "Blue") var enums = [2, 1, 0]
  969. export(Array, Array, float) var two_dimensional = [[1.0, 2.0], [3.0, 4.0]]
  970. # You can omit the default value, but then it would be null if not assigned.
  971. export(Array) var b
  972. export(Array, PackedScene) var scenes
  973. # Typed arrays also work, only initialized empty:
  974. export var vector3s = PoolVector3Array()
  975. export var strings = PoolStringArray()
  976. # Regular array, created local for every instance.
  977. # Default value can include run-time values, but can't
  978. # be exported.
  979. var c = [a, 2, 3]
  980. Setters/getters
  981. ~~~~~~~~~~~~~~~
  982. It is often useful to know when a class' member variable changes for
  983. whatever reason. It may also be desired to encapsulate its access in some way.
  984. For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
  985. It is used directly after a variable definition:
  986. ::
  987. var variable = value setget setterfunc, getterfunc
  988. Whenever the value of ``variable`` is modified by an *external* source
  989. (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
  990. will be called. This happens *before* the value is changed. The *setter* must decide what to do
  991. with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
  992. (``getterfunc`` above) must ``return`` the desired value. Below is an example::
  993. var myvar setget my_var_set, my_var_get
  994. func my_var_set(new_value):
  995. my_var = new_value
  996. func my_var_get():
  997. return my_var # Getter must return a value.
  998. Either of the *setter* or *getter* functions can be omitted::
  999. # Only a setter.
  1000. var my_var = 5 setget myvar_set
  1001. # Only a getter (note the comma).
  1002. var my_var = 5 setget ,myvar_get
  1003. Get/Setters are especially useful when exporting variables to editor in tool
  1004. scripts or plugins, for validating input.
  1005. As said, *local* access will *not* trigger the setter and getter. Here is an
  1006. illustration of this:
  1007. ::
  1008. func _init():
  1009. # Does not trigger setter/getter.
  1010. my_integer = 5
  1011. print(my_integer)
  1012. # Does trigger setter/getter.
  1013. self.my_integer = 5
  1014. print(self.my_integer)
  1015. Tool mode
  1016. ~~~~~~~~~
  1017. By default, scripts don't run inside the editor and only the exported
  1018. properties can be changed. In some cases, it is desired that they do run
  1019. inside the editor (as long as they don't execute game code or manually
  1020. avoid doing so). For this, the ``tool`` keyword exists and must be
  1021. placed at the top of the file::
  1022. tool
  1023. extends Button
  1024. func _ready():
  1025. print("Hello")
  1026. .. warning:: Be cautious when freeing nodes with ``queue_free()`` or ``free()``
  1027. in a tool script (especially the script's owner itself). As tool
  1028. scripts run their code in the editor, misusing them may lead to
  1029. crashing the editor.
  1030. Memory management
  1031. ~~~~~~~~~~~~~~~~~
  1032. If a class inherits from :ref:`class_Reference`, then instances will be
  1033. freed when no longer in use. No garbage collector exists, just
  1034. reference counting. By default, all classes that don't define
  1035. inheritance extend **Reference**. If this is not desired, then a class
  1036. must inherit :ref:`class_Object` manually and must call instance.free(). To
  1037. avoid reference cycles that can't be freed, a ``weakref`` function is
  1038. provided for creating weak references.
  1039. Alternatively, when not using references, the
  1040. ``is_instance_valid(instance)`` can be used to check if an object has been
  1041. freed.
  1042. .. _doc_gdscript_signals:
  1043. Signals
  1044. ~~~~~~~
  1045. Signals are a tool to emit messages from an object that other objects can react
  1046. to. To create custom signals for a class, use the ``signal`` keyword.
  1047. ::
  1048. extends Node
  1049. # A signal named health_depleted
  1050. signal health_depleted
  1051. .. note::
  1052. Signals are a `Callback
  1053. <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
  1054. mechanism. They also fill the role of Observers, a common programming
  1055. pattern. For more information, read the `Observer tutorial
  1056. <https://gameprogrammingpatterns.com/observer.html>`_ in the
  1057. Game Programming Patterns ebook.
  1058. You can connect these signals to methods the same way you connect built-in
  1059. signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
  1060. In the example below, we connect the ``health_depleted`` signal from a
  1061. ``Character`` node to a ``Game`` node. When the ``Character`` node emits the
  1062. signal, the game node's ``_on_Character_health_depleted`` is called::
  1063. # Game.gd
  1064. func _ready():
  1065. var character_node = get_node('Character')
  1066. character_node.connect("health_depleted", self, "_on_Character_health_depleted")
  1067. func _on_Character_health_depleted():
  1068. get_tree().reload_current_scene()
  1069. You can emit as many arguments as you want along with a signal.
  1070. Here is an example where this is useful. Let's say we want a life bar on screen
  1071. to react to health changes with an animation, but we want to keep the user
  1072. interface separate from the player in our scene tree.
  1073. In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
  1074. it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
  1075. a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
  1076. the :ref:`Object.connect() <class_Object_method_connect>` method::
  1077. # Character.gd
  1078. ...
  1079. signal health_changed
  1080. func take_damage(amount):
  1081. var old_health = health
  1082. health -= amount
  1083. # We emit the health_changed signal every time the
  1084. # character takes damage
  1085. emit_signal("health_changed", old_health, health)
  1086. ...
  1087. ::
  1088. # Lifebar.gd
  1089. # Here, we define a function to use as a callback when the
  1090. # character's health_changed signal is emitted
  1091. ...
  1092. func _on_Character_health_changed(old_value, new_value):
  1093. if old_value > new_value:
  1094. progress_bar.modulate = Color.red
  1095. else:
  1096. progress_bar.modulate = Color.green
  1097. # Imagine that `animate` is a user-defined function that animates the
  1098. # bar filling up or emptying itself
  1099. progress_bar.animate(old_value, new_value)
  1100. ...
  1101. .. note::
  1102. To use signals, your class has to extend the ``Object`` class or any
  1103. type extending it like ``Node``, ``KinematicBody``, ``Control``...
  1104. In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
  1105. connect the character, that emits the signal, to the receiver, the ``Lifebar``
  1106. node in this case.
  1107. ::
  1108. # Game.gd
  1109. func _ready():
  1110. var character_node = get_node('Character')
  1111. var lifebar_node = get_node('UserInterface/Lifebar')
  1112. character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
  1113. This allows the ``Lifebar`` to react to health changes without coupling it to
  1114. the ``Character`` node.
  1115. You can write optional argument names in parentheses after the signal's
  1116. definition::
  1117. # Defining a signal that forwards two arguments
  1118. signal health_changed(old_value, new_value)
  1119. These arguments show up in the editor's node dock, and Godot can use them to
  1120. generate callback functions for you. However, you can still emit any number of
  1121. arguments when you emit signals; it's up to you to emit the correct values.
  1122. .. image:: img/gdscript_basics_signals_node_tab_1.png
  1123. GDScript can bind an array of values to connections between a signal
  1124. and a method. When the signal is emitted, the callback method receives
  1125. the bound values. These bound arguments are unique to each connection,
  1126. and the values will stay the same.
  1127. You can use this array of values to add extra constant information to the
  1128. connection if the emitted signal itself doesn't give you access to all the data
  1129. that you need.
  1130. Building on the example above, let's say we want to display a log of the damage
  1131. taken by each character on the screen, like ``Player1 took 22 damage.``. The
  1132. ``health_changed`` signal doesn't give us the name of the character that took
  1133. damage. So when we connect the signal to the in-game console, we can add the
  1134. character's name in the binds array argument::
  1135. # Game.gd
  1136. func _ready():
  1137. var character_node = get_node('Character')
  1138. var battle_log_node = get_node('UserInterface/BattleLog')
  1139. character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
  1140. Our ``BattleLog`` node receives each element in the binds array as an extra argument::
  1141. # BattleLog.gd
  1142. func _on_Character_health_changed(old_value, new_value, character_name):
  1143. if not new_value <= old_value:
  1144. return
  1145. var damage = old_value - new_value
  1146. label.text += character_name + " took " + str(damage) + " damage."
  1147. Coroutines with yield
  1148. ~~~~~~~~~~~~~~~~~~~~~
  1149. GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
  1150. via the :ref:`yield<class_@GDScript_method_yield>` built-in function. Calling ``yield()`` will
  1151. immediately return from the current function, with the current frozen
  1152. state of the same function as the return value. Calling ``resume()`` on
  1153. this resulting object will continue execution and return whatever the
  1154. function returns. Once resumed, the state object becomes invalid. Here is
  1155. an example::
  1156. func my_func():
  1157. print("Hello")
  1158. yield()
  1159. print("world")
  1160. func _ready():
  1161. var y = my_func()
  1162. # Function state saved in 'y'.
  1163. print("my dear")
  1164. y.resume()
  1165. # 'y' resumed and is now an invalid state.
  1166. Will print::
  1167. Hello
  1168. my dear
  1169. world
  1170. It is also possible to pass values between ``yield()`` and ``resume()``,
  1171. for example::
  1172. func my_func():
  1173. print("Hello")
  1174. print(yield())
  1175. return "cheers!"
  1176. func _ready():
  1177. var y = my_func()
  1178. # Function state saved in 'y'.
  1179. print(y.resume("world"))
  1180. # 'y' resumed and is now an invalid state.
  1181. Will print::
  1182. Hello
  1183. world
  1184. cheers!
  1185. Coroutines & signals
  1186. ^^^^^^^^^^^^^^^^^^^^
  1187. The real strength of using ``yield`` is when combined with signals.
  1188. ``yield`` can accept two arguments, an object and a signal. When the
  1189. signal is received, execution will recommence. Here are some examples::
  1190. # Resume execution the next frame.
  1191. yield(get_tree(), "idle_frame")
  1192. # Resume execution when animation is done playing.
  1193. yield(get_node("AnimationPlayer"), "finished")
  1194. # Wait 5 seconds, then resume execution.
  1195. yield(get_tree().create_timer(5.0), "timeout")
  1196. Coroutines themselves use the ``completed`` signal when they transition
  1197. into an invalid state, for example::
  1198. func my_func():
  1199. yield(button_func(), "completed")
  1200. print("All buttons were pressed, hurray!")
  1201. func button_func():
  1202. yield($Button0, "pressed")
  1203. yield($Button1, "pressed")
  1204. ``my_func`` will only continue execution once both buttons have been pressed.
  1205. Onready keyword
  1206. ~~~~~~~~~~~~~~~
  1207. When using nodes, it's common to desire to keep references to parts
  1208. of the scene in a variable. As scenes are only warranted to be
  1209. configured when entering the active scene tree, the sub-nodes can only
  1210. be obtained when a call to ``Node._ready()`` is made.
  1211. ::
  1212. var my_label
  1213. func _ready():
  1214. my_label = get_node("MyLabel")
  1215. This can get a little cumbersome, especially when nodes and external
  1216. references pile up. For this, GDScript has the ``onready`` keyword, that
  1217. defers initialization of a member variable until ``_ready()`` is called. It
  1218. can replace the above code with a single line::
  1219. onready var my_label = get_node("MyLabel")
  1220. Assert keyword
  1221. ~~~~~~~~~~~~~~
  1222. The ``assert`` keyword can be used to check conditions in debug builds. These
  1223. assertions are ignored in non-debug builds. This means that the expression
  1224. passed as argument won't be evaluated in a project exported in release mode.
  1225. Due to this, assertions must **not** contain expressions that have
  1226. side effects. Otherwise, the behavior of the script would vary
  1227. depending on whether the project is run in a debug build.
  1228. ::
  1229. # Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.
  1230. assert(i == 0)
  1231. When running a project from the editor, the project will be paused if an
  1232. assertion error occurs.