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