gdscript_styleguide.rst 21 KB

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  1. .. _doc_gdscript_styleguide:
  2. GDScript style guide
  3. ====================
  4. This style guide lists conventions to write elegant GDScript. The goal is to
  5. encourage writing clean, readable code and promote consistency across projects,
  6. discussions, and tutorials. Hopefully, this will also support the development of
  7. auto-formatting tools.
  8. Since GDScript is close to Python, this guide is inspired by Python's
  9. `PEP 8 <https://www.python.org/dev/peps/pep-0008/>`__ programming
  10. style guide.
  11. Style guides aren't meant as hard rulebooks. At times, you may not be able to
  12. apply some of the guidelines below. When that happens, use your best judgment,
  13. and ask fellow developers for insights.
  14. In general, keeping your code consistent in your projects and within your team is
  15. more important than following this guide to a tee.
  16. .. note::
  17. Godot's built-in script editor uses a lot of these conventions
  18. by default. Let it help you.
  19. Here is a complete class example based on these guidelines:
  20. ::
  21. class_name StateMachine
  22. extends Node
  23. ## Hierarchical State machine for the player.
  24. ##
  25. ## Initializes states and delegates engine callbacks ([method Node._physics_process],
  26. ## [method Node._unhandled_input]) to the state.
  27. signal state_changed(previous, new)
  28. @export var initial_state: Node
  29. var is_active = true:
  30. set = set_is_active
  31. @onready var _state = initial_state:
  32. set = set_state
  33. @onready var _state_name = _state.name
  34. func _init():
  35. add_to_group("state_machine")
  36. func _enter_tree():
  37. print("this happens before the ready method!")
  38. func _ready():
  39. state_changed.connect(_on_state_changed)
  40. _state.enter()
  41. func _unhandled_input(event):
  42. _state.unhandled_input(event)
  43. func _physics_process(delta):
  44. _state.physics_process(delta)
  45. func transition_to(target_state_path, msg={}):
  46. if not has_node(target_state_path):
  47. return
  48. var target_state = get_node(target_state_path)
  49. assert(target_state.is_composite == false)
  50. _state.exit()
  51. self._state = target_state
  52. _state.enter(msg)
  53. Events.player_state_changed.emit(_state.name)
  54. func set_is_active(value):
  55. is_active = value
  56. set_physics_process(value)
  57. set_process_unhandled_input(value)
  58. set_block_signals(not value)
  59. func set_state(value):
  60. _state = value
  61. _state_name = _state.name
  62. func _on_state_changed(previous, new):
  63. print("state changed")
  64. state_changed.emit()
  65. class State:
  66. var foo = 0
  67. func _init():
  68. print("Hello!")
  69. .. _formatting:
  70. Formatting
  71. ----------
  72. Encoding and special characters
  73. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  74. * Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor default)*
  75. * Use one line feed character at the end of each file. *(editor default)*
  76. * Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`_. *(editor default)*
  77. * Use **Tabs** instead of spaces for indentation. *(editor default)*
  78. Indentation
  79. ~~~~~~~~~~~
  80. Each indent level should be one greater than the block containing it.
  81. **Good**:
  82. .. rst-class:: code-example-good
  83. ::
  84. for i in range(10):
  85. print("hello")
  86. **Bad**:
  87. .. rst-class:: code-example-bad
  88. ::
  89. for i in range(10):
  90. print("hello")
  91. for i in range(10):
  92. print("hello")
  93. Use 2 indent levels to distinguish continuation lines from
  94. regular code blocks.
  95. **Good**:
  96. .. rst-class:: code-example-good
  97. ::
  98. effect.interpolate_property(sprite, "transform/scale",
  99. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  100. Tween.TRANS_QUAD, Tween.EASE_OUT)
  101. **Bad**:
  102. .. rst-class:: code-example-bad
  103. ::
  104. effect.interpolate_property(sprite, "transform/scale",
  105. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  106. Tween.TRANS_QUAD, Tween.EASE_OUT)
  107. Exceptions to this rule are arrays, dictionaries, and enums. Use a single
  108. indentation level to distinguish continuation lines:
  109. **Good**:
  110. .. rst-class:: code-example-good
  111. ::
  112. var party = [
  113. "Godot",
  114. "Godette",
  115. "Steve",
  116. ]
  117. var character_dict = {
  118. "Name": "Bob",
  119. "Age": 27,
  120. "Job": "Mechanic",
  121. }
  122. enum Tiles {
  123. TILE_BRICK,
  124. TILE_FLOOR,
  125. TILE_SPIKE,
  126. TILE_TELEPORT,
  127. }
  128. **Bad**:
  129. .. rst-class:: code-example-bad
  130. ::
  131. var party = [
  132. "Godot",
  133. "Godette",
  134. "Steve",
  135. ]
  136. var character_dict = {
  137. "Name": "Bob",
  138. "Age": 27,
  139. "Job": "Mechanic",
  140. }
  141. enum Tiles {
  142. TILE_BRICK,
  143. TILE_FLOOR,
  144. TILE_SPIKE,
  145. TILE_TELEPORT,
  146. }
  147. Trailing comma
  148. ~~~~~~~~~~~~~~
  149. Use a trailing comma on the last line in arrays, dictionaries, and enums. This
  150. results in easier refactoring and better diffs in version control as the last
  151. line doesn't need to be modified when adding new elements.
  152. **Good**:
  153. .. rst-class:: code-example-good
  154. ::
  155. enum Tiles {
  156. TILE_BRICK,
  157. TILE_FLOOR,
  158. TILE_SPIKE,
  159. TILE_TELEPORT,
  160. }
  161. **Bad**:
  162. .. rst-class:: code-example-bad
  163. ::
  164. enum Tiles {
  165. TILE_BRICK,
  166. TILE_FLOOR,
  167. TILE_SPIKE,
  168. TILE_TELEPORT
  169. }
  170. Trailing commas are unnecessary in single-line lists, so don't add them in this case.
  171. **Good**:
  172. .. rst-class:: code-example-good
  173. ::
  174. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  175. **Bad**:
  176. .. rst-class:: code-example-bad
  177. ::
  178. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT,}
  179. Blank lines
  180. ~~~~~~~~~~~
  181. Surround functions and class definitions with two blank lines:
  182. ::
  183. func heal(amount):
  184. health += amount
  185. health = min(health, max_health)
  186. health_changed.emit(health)
  187. func take_damage(amount, effect=null):
  188. health -= amount
  189. health = max(0, health)
  190. health_changed.emit(health)
  191. Use one blank line inside functions to separate logical sections.
  192. .. note::
  193. We use a single line between classes and function definitions in the class reference and
  194. in short code snippets in this documentation.
  195. Line length
  196. ~~~~~~~~~~~
  197. Keep individual lines of code under 100 characters.
  198. If you can, try to keep lines under 80 characters. This helps to read the code
  199. on small displays and with two scripts opened side-by-side in an external text
  200. editor. For example, when looking at a differential revision.
  201. One statement per line
  202. ~~~~~~~~~~~~~~~~~~~~~~
  203. Never combine multiple statements on a single line. No, C programmers,
  204. not even with a single line conditional statement.
  205. **Good**:
  206. .. rst-class:: code-example-good
  207. ::
  208. if position.x > width:
  209. position.x = 0
  210. if flag:
  211. print("flagged")
  212. **Bad**:
  213. .. rst-class:: code-example-bad
  214. ::
  215. if position.x > width: position.x = 0
  216. if flag: print("flagged")
  217. The only exception to that rule is the ternary operator:
  218. ::
  219. next_state = "idle" if is_on_floor() else "fall"
  220. Format multiline statements for readability
  221. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  222. When you have particularly long ``if`` statements or nested ternary expressions,
  223. wrapping them over multiple lines improves readability. Since continuation lines
  224. are still part of the same expression, 2 indent levels should be used instead of one.
  225. GDScript allows wrapping statements using multiple lines using parentheses or
  226. backslashes. Parentheses are favored in this style guide since they make for
  227. easier refactoring. With backslashes, you have to ensure that the last line
  228. never contains a backslash at the end. With parentheses, you don't have to
  229. worry about the last line having a backslash at the end.
  230. When wrapping a conditional expression over multiple lines, the ``and``/``or``
  231. keywords should be placed at the beginning of the line continuation, not at the
  232. end of the previous line.
  233. **Good**:
  234. .. rst-class:: code-example-good
  235. ::
  236. var angle_degrees = 135
  237. var quadrant = (
  238. "northeast" if angle_degrees <= 90
  239. else "southeast" if angle_degrees <= 180
  240. else "southwest" if angle_degrees <= 270
  241. else "northwest"
  242. )
  243. var position = Vector2(250, 350)
  244. if (
  245. position.x > 200 and position.x < 400
  246. and position.y > 300 and position.y < 400
  247. ):
  248. pass
  249. **Bad**:
  250. .. rst-class:: code-example-bad
  251. ::
  252. var angle_degrees = 135
  253. var quadrant = "northeast" if angle_degrees <= 90 else "southeast" if angle_degrees <= 180 else "southwest" if angle_degrees <= 270 else "northwest"
  254. var position = Vector2(250, 350)
  255. if position.x > 200 and position.x < 400 and position.y > 300 and position.y < 400:
  256. pass
  257. Avoid unnecessary parentheses
  258. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  259. Avoid parentheses in expressions and conditional statements. Unless
  260. necessary for order of operations or wrapping over multiple lines,
  261. they only reduce readability.
  262. **Good**:
  263. .. rst-class:: code-example-good
  264. ::
  265. if is_colliding():
  266. queue_free()
  267. **Bad**:
  268. .. rst-class:: code-example-bad
  269. ::
  270. if (is_colliding()):
  271. queue_free()
  272. .. _boolean_operators:
  273. Boolean operators
  274. ~~~~~~~~~~~~~~~~~
  275. Prefer the plain English versions of boolean operators, as they are the most accessible:
  276. - Use ``and`` instead of ``&&``.
  277. - Use ``or`` instead of ``||``.
  278. - Use ``not`` instead of ``!``.
  279. You may also use parentheses around boolean operators to clear any ambiguity.
  280. This can make long expressions easier to read.
  281. **Good**:
  282. .. rst-class:: code-example-good
  283. ::
  284. if (foo and bar) or not baz:
  285. print("condition is true")
  286. **Bad**:
  287. .. rst-class:: code-example-bad
  288. ::
  289. if foo && bar || !baz:
  290. print("condition is true")
  291. Comment spacing
  292. ~~~~~~~~~~~~~~~
  293. Regular comments should start with a space, but not code that you comment out.
  294. This helps differentiate text comments from disabled code.
  295. **Good**:
  296. .. rst-class:: code-example-good
  297. ::
  298. # This is a comment.
  299. #print("This is disabled code")
  300. **Bad**:
  301. .. rst-class:: code-example-bad
  302. ::
  303. #This is a comment.
  304. # print("This is disabled code")
  305. .. note::
  306. In the script editor, to toggle the selected code commented, press
  307. :kbd:`Ctrl + K`. This feature adds a single # sign at the start
  308. of the selected lines.
  309. Whitespace
  310. ~~~~~~~~~~
  311. Always use one space around operators and after commas. Also, avoid extra spaces
  312. in dictionary references and function calls.
  313. **Good**:
  314. .. rst-class:: code-example-good
  315. ::
  316. position.x = 5
  317. position.y = target_position.y + 10
  318. dict["key"] = 5
  319. my_array = [4, 5, 6]
  320. print("foo")
  321. **Bad**:
  322. .. rst-class:: code-example-bad
  323. ::
  324. position.x=5
  325. position.y = mpos.y+10
  326. dict ["key"] = 5
  327. myarray = [4,5,6]
  328. print ("foo")
  329. Don't use spaces to align expressions vertically:
  330. ::
  331. x = 100
  332. y = 100
  333. velocity = 500
  334. Quotes
  335. ~~~~~~
  336. Use double quotes unless single quotes make it possible to escape fewer
  337. characters in a given string. See the examples below:
  338. ::
  339. # Normal string.
  340. print("hello world")
  341. # Use double quotes as usual to avoid escapes.
  342. print("hello 'world'")
  343. # Use single quotes as an exception to the rule to avoid escapes.
  344. print('hello "world"')
  345. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  346. print("'hello' \"world\"")
  347. Numbers
  348. ~~~~~~~
  349. Don't omit the leading or trailing zero in floating-point numbers. Otherwise,
  350. this makes them less readable and harder to distinguish from integers at a
  351. glance.
  352. **Good**:
  353. .. rst-class:: code-example-good
  354. ::
  355. var float_number = 0.234
  356. var other_float_number = 13.0
  357. **Bad**:
  358. .. rst-class:: code-example-bad
  359. ::
  360. var float_number = .234
  361. var other_float_number = 13.
  362. Use lowercase for letters in hexadecimal numbers, as their lower height makes
  363. the number easier to read.
  364. **Good**:
  365. .. rst-class:: code-example-good
  366. ::
  367. var hex_number = 0xfb8c0b
  368. **Bad**:
  369. .. rst-class:: code-example-bad
  370. ::
  371. var hex_number = 0xFB8C0B
  372. Take advantage of GDScript's underscores in literals to make large numbers more
  373. readable.
  374. **Good**:
  375. .. rst-class:: code-example-good
  376. ::
  377. var large_number = 1_234_567_890
  378. var large_hex_number = 0xffff_f8f8_0000
  379. var large_bin_number = 0b1101_0010_1010
  380. # Numbers lower than 1000000 generally don't need separators.
  381. var small_number = 12345
  382. **Bad**:
  383. .. rst-class:: code-example-bad
  384. ::
  385. var large_number = 1234567890
  386. var large_hex_number = 0xfffff8f80000
  387. var large_bin_number = 0b110100101010
  388. # Numbers lower than 1000000 generally don't need separators.
  389. var small_number = 12_345
  390. .. _naming_conventions:
  391. Naming conventions
  392. ------------------
  393. These naming conventions follow the Godot Engine style. Breaking these will make
  394. your code clash with the built-in naming conventions, leading to inconsistent
  395. code.
  396. File names
  397. ~~~~~~~~~~
  398. Use snake_case for file names. For named classes, convert the PascalCase class
  399. name to snake_case::
  400. # This file should be saved as `weapon.gd`.
  401. class_name Weapon
  402. extends Node
  403. ::
  404. # This file should be saved as `yaml_parser.gd`.
  405. class_name YAMLParser
  406. extends Object
  407. This is consistent with how C++ files are named in Godot's source code. This
  408. also avoids case sensitivity issues that can crop up when exporting a project
  409. from Windows to other platforms.
  410. Classes and nodes
  411. ~~~~~~~~~~~~~~~~~
  412. Use PascalCase for class and node names:
  413. ::
  414. extends CharacterBody3D
  415. Also use PascalCase when loading a class into a constant or a variable:
  416. ::
  417. const Weapon = preload("res://weapon.gd")
  418. Functions and variables
  419. ~~~~~~~~~~~~~~~~~~~~~~~
  420. Use snake\_case to name functions and variables:
  421. ::
  422. var particle_effect
  423. func load_level():
  424. Prepend a single underscore (\_) to virtual methods functions the user must
  425. override, private functions, and private variables:
  426. ::
  427. var _counter = 0
  428. func _recalculate_path():
  429. Signals
  430. ~~~~~~~
  431. Use the past tense to name signals:
  432. ::
  433. signal door_opened
  434. signal score_changed
  435. Constants and enums
  436. ~~~~~~~~~~~~~~~~~~~
  437. Write constants with CONSTANT\_CASE, that is to say in all caps with an
  438. underscore (\_) to separate words:
  439. ::
  440. const MAX_SPEED = 200
  441. Use PascalCase for enum *names* and CONSTANT\_CASE for their members, as they
  442. are constants:
  443. ::
  444. enum Element {
  445. EARTH,
  446. WATER,
  447. AIR,
  448. FIRE,
  449. }
  450. Code order
  451. ----------
  452. This first section focuses on code order. For formatting, see
  453. :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`.
  454. We suggest to organize GDScript code this way:
  455. ::
  456. 01. @tool
  457. 02. class_name
  458. 03. extends
  459. 04. # docstring
  460. 05. signals
  461. 06. enums
  462. 07. constants
  463. 08. @export variables
  464. 09. public variables
  465. 10. private variables
  466. 11. @onready variables
  467. 12. optional built-in virtual _init method
  468. 13. optional built-in virtual _enter_tree() method
  469. 14. built-in virtual _ready method
  470. 15. remaining built-in virtual methods
  471. 16. public methods
  472. 17. private methods
  473. 18. subclasses
  474. We optimized the order to make it easy to read the code from top to bottom, to
  475. help developers reading the code for the first time understand how it works, and
  476. to avoid errors linked to the order of variable declarations.
  477. This code order follows four rules of thumb:
  478. 1. Properties and signals come first, followed by methods.
  479. 2. Public comes before private.
  480. 3. Virtual callbacks come before the class's interface.
  481. 4. The object's construction and initialization functions, ``_init`` and
  482. ``_ready``, come before functions that modify the object at runtime.
  483. Class declaration
  484. ~~~~~~~~~~~~~~~~~
  485. If the code is meant to run in the editor, place the ``@tool`` annotation on the
  486. first line of the script.
  487. Follow with the ``class_name`` if necessary. You can turn a GDScript file into a
  488. global type in your project using this feature. For more information, see
  489. :ref:`doc_gdscript`.
  490. Then, add the ``extends`` keyword if the class extends a built-in type.
  491. Following that, you should have the class's optional
  492. :ref:`documentation comments <doc_gdscript_documentation_comments>`.
  493. You can use that to explain the role of your class to your teammates, how it works,
  494. and how other developers should use it, for example.
  495. ::
  496. class_name MyNode
  497. extends Node
  498. ## A brief description of the class's role and functionality.
  499. ##
  500. ## The description of the script, what it can do,
  501. ## and any further detail.
  502. Signals and properties
  503. ~~~~~~~~~~~~~~~~~~~~~~
  504. Write signal declarations, followed by properties, that is to say, member
  505. variables, after the docstring.
  506. Enums should come after signals, as you can use them as export hints for other
  507. properties.
  508. Then, write constants, exported variables, public, private, and onready
  509. variables, in that order.
  510. ::
  511. signal player_spawned(position)
  512. enum Jobs {KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN}
  513. const MAX_LIVES = 3
  514. @export var job: Jobs = Jobs.KNIGHT
  515. @export var max_health = 50
  516. @export var attack = 5
  517. var health = max_health:
  518. set(new_health):
  519. health = new_health
  520. var _speed = 300.0
  521. @onready var sword = get_node("Sword")
  522. @onready var gun = get_node("Gun")
  523. .. note::
  524. The GDScript compiler evaluates onready variables right before the ``_ready``
  525. callback. You can use that to cache node dependencies, that is to say, to get
  526. child nodes in the scene that your class relies on. This is what the example
  527. above shows.
  528. Member variables
  529. ~~~~~~~~~~~~~~~~
  530. Don't declare member variables if they are only used locally in a method, as it
  531. makes the code more difficult to follow. Instead, declare them as local
  532. variables in the method's body.
  533. Local variables
  534. ~~~~~~~~~~~~~~~
  535. Declare local variables as close as possible to their first use. This makes it
  536. easier to follow the code, without having to scroll too much to find where the
  537. variable was declared.
  538. Methods and static functions
  539. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  540. After the class's properties come the methods.
  541. Start with the ``_init()`` callback method, that the engine will call upon
  542. creating the object in memory. Follow with the ``_ready()`` callback, that Godot
  543. calls when it adds a node to the scene tree.
  544. These functions should come first because they show how the object is
  545. initialized.
  546. Other built-in virtual callbacks, like ``_unhandled_input()`` and
  547. ``_physics_process``, should come next. These control the object's main loop and
  548. interactions with the game engine.
  549. The rest of the class's interface, public and private methods, come after that,
  550. in that order.
  551. ::
  552. func _init():
  553. add_to_group("state_machine")
  554. func _ready():
  555. state_changed.connect(_on_state_changed)
  556. _state.enter()
  557. func _unhandled_input(event):
  558. _state.unhandled_input(event)
  559. func transition_to(target_state_path, msg={}):
  560. if not has_node(target_state_path):
  561. return
  562. var target_state = get_node(target_state_path)
  563. assert(target_state.is_composite == false)
  564. _state.exit()
  565. self._state = target_state
  566. _state.enter(msg)
  567. Events.player_state_changed.emit(_state.name)
  568. func _on_state_changed(previous, new):
  569. print("state changed")
  570. state_changed.emit()
  571. Static typing
  572. -------------
  573. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  574. Declared types
  575. ~~~~~~~~~~~~~~
  576. To declare a variable's type, use ``<variable>: <type>``:
  577. ::
  578. var health: int = 0
  579. To declare the return type of a function, use ``-> <type>``:
  580. ::
  581. func heal(amount: int) -> void:
  582. Inferred types
  583. ~~~~~~~~~~~~~~
  584. In most cases you can let the compiler infer the type, using ``:=``.
  585. Prefer ``:=`` when the type is written on the same line as the assignment,
  586. otherwise prefer writing the type explicitly.
  587. **Good**:
  588. .. rst-class:: code-example-good
  589. ::
  590. var health: int = 0 # The type can be int or float, and thus should be stated explicitly.
  591. var direction := Vector3(1, 2, 3) # The type is clearly inferred as Vector3.
  592. Include the type hint when the type is ambiguous, and
  593. omit the type hint when it's redundant.
  594. **Bad**:
  595. .. rst-class:: code-example-bad
  596. ::
  597. var health := 0 # Typed as int, but it could be that float was intended.
  598. var direction: Vector3 = Vector3(1, 2, 3) # The type hint has redundant information.
  599. # What type is this? It's not immediately clear to the reader, so it's bad.
  600. var value := complex_function()
  601. In some cases, the type must be stated explicitly, otherwise the behavior
  602. will not be as expected because the compiler will only be able to use
  603. the function's return type. For example, ``get_node()`` cannot infer a type
  604. unless the scene or file of the node is loaded in memory. In this case, you
  605. should set the type explicitly.
  606. **Good**:
  607. .. rst-class:: code-example-good
  608. ::
  609. @onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  610. Alternatively, you can use the ``as`` keyword to cast the return type, and
  611. that type will be used to infer the type of the var.
  612. .. rst-class:: code-example-good
  613. ::
  614. @onready var health_bar := get_node("UI/LifeBar") as ProgressBar
  615. # health_bar will be typed as ProgressBar
  616. This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
  617. **Bad**:
  618. .. rst-class:: code-example-bad
  619. ::
  620. # The compiler can't infer the exact type and will use Node
  621. # instead of ProgressBar.
  622. @onready var health_bar := get_node("UI/LifeBar")