gdscript_basics.rst 59 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. Short for "boolean", it can only contain ``true`` or ``false``.
  290. int
  291. ^^^
  292. Short for "integer", it stores whole numbers (positive and negative).
  293. It is stored as a 64-bit value, equivalent to "int64_t" in C++.
  294. float
  295. ^^^^^
  296. Stores real numbers, including decimals, using floating-point values.
  297. It is stored as a 64-bit value, equivalent to "double" in C++.
  298. Note: Currently, data structures such as Vector2, Vector3, and
  299. PoolRealArray store 32-bit single-precision "float" values.
  300. :ref:`String <class_String>`
  301. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  302. A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
  303. Strings can contain
  304. `standard C escape sequences <https://en.wikipedia.org/wiki/Escape_sequences_in_C>`_.
  305. GDScript also supports :ref:`doc_gdscript_printf`.
  306. Vector built-in types
  307. ~~~~~~~~~~~~~~~~~~~~~
  308. :ref:`Vector2 <class_Vector2>`
  309. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  310. 2D vector type containing ``x`` and ``y`` fields. Can also be
  311. accessed as array.
  312. :ref:`Rect2 <class_Rect2>`
  313. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  314. 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
  315. Also contains an ``end`` field which is ``position + size``.
  316. :ref:`Vector3 <class_Vector3>`
  317. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  318. 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
  319. be accessed as an array.
  320. :ref:`Transform2D <class_Transform2D>`
  321. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  322. 3×2 matrix used for 2D transforms.
  323. :ref:`Plane <class_Plane>`
  324. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  325. 3D Plane type in normalized form that contains a ``normal`` vector field
  326. and a ``d`` scalar distance.
  327. :ref:`Quat <class_Quat>`
  328. ^^^^^^^^^^^^^^^^^^^^^^^^
  329. Quaternion is a datatype used for representing a 3D rotation. It's
  330. useful for interpolating rotations.
  331. :ref:`AABB <class_AABB>`
  332. ^^^^^^^^^^^^^^^^^^^^^^^^
  333. Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
  334. and ``size``. Also contains an ``end`` field which is
  335. ``position + size``.
  336. :ref:`Basis <class_Basis>`
  337. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  338. 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
  339. (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
  340. vectors.
  341. :ref:`Transform <class_Transform>`
  342. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  343. 3D Transform contains a Basis field ``basis`` and a Vector3 field
  344. ``origin``.
  345. Engine built-in types
  346. ~~~~~~~~~~~~~~~~~~~~~
  347. :ref:`Color <class_Color>`
  348. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  349. Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
  350. also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
  351. :ref:`NodePath <class_NodePath>`
  352. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  353. Compiled path to a node used mainly in the scene system. It can be
  354. easily assigned to, and from, a String.
  355. :ref:`RID <class_RID>`
  356. ^^^^^^^^^^^^^^^^^^^^^^
  357. Resource ID (RID). Servers use generic RIDs to reference opaque data.
  358. :ref:`Object <class_Object>`
  359. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  360. Base class for anything that is not a built-in type.
  361. Container built-in types
  362. ~~~~~~~~~~~~~~~~~~~~~~~~
  363. :ref:`Array <class_Array>`
  364. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  365. Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
  366. The array can resize dynamically. Arrays are indexed starting from index ``0``.
  367. Negative indices count from the end.
  368. ::
  369. var arr = []
  370. arr = [1, 2, 3]
  371. var b = arr[1] # This is 2.
  372. var c = arr[arr.size() - 1] # This is 3.
  373. var d = arr[-1] # Same as the previous line, but shorter.
  374. arr[0] = "Hi!" # Replacing value 1 with "Hi!".
  375. arr.append(4) # Array is now ["Hi!", 2, 3, 4].
  376. GDScript arrays are allocated linearly in memory for speed.
  377. Large arrays (more than tens of thousands of elements) may however cause
  378. memory fragmentation. If this is a concern, special types of
  379. arrays are available. These only accept a single data type. They avoid memory
  380. fragmentation and use less memory, but are atomic and tend to run slower than generic
  381. arrays. They are therefore only recommended to use for large data sets:
  382. - :ref:`PoolByteArray <class_PoolByteArray>`: An array of bytes (integers from 0 to 255).
  383. - :ref:`PoolIntArray <class_PoolIntArray>`: An array of integers.
  384. - :ref:`PoolRealArray <class_PoolRealArray>`: An array of floats.
  385. - :ref:`PoolStringArray <class_PoolStringArray>`: An array of strings.
  386. - :ref:`PoolVector2Array <class_PoolVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
  387. - :ref:`PoolVector3Array <class_PoolVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
  388. - :ref:`PoolColorArray <class_PoolColorArray>`: An array of :ref:`Color <class_Color>` objects.
  389. :ref:`Dictionary <class_Dictionary>`
  390. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  391. Associative container which contains values referenced by unique keys.
  392. ::
  393. var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
  394. d["Hi!"] = 0
  395. d = {
  396. 22: "value",
  397. "some_key": 2,
  398. "other_key": [2, 3, 4],
  399. "more_key": "Hello"
  400. }
  401. Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
  402. and doesn't use quotes to mark string keys (making for slightly less to write).
  403. Note however that like any GDScript identifier, keys written in this form cannot
  404. start with a digit.
  405. ::
  406. var d = {
  407. test22 = "value",
  408. some_key = 2,
  409. other_key = [2, 3, 4],
  410. more_key = "Hello"
  411. }
  412. To add a key to an existing dictionary, access it like an existing key and
  413. assign to it::
  414. var d = {} # Create an empty Dictionary.
  415. d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
  416. d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
  417. d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
  418. Data
  419. ----
  420. Variables
  421. ~~~~~~~~~
  422. Variables can exist as class members or local to functions. They are
  423. created with the ``var`` keyword and may, optionally, be assigned a
  424. value upon initialization.
  425. ::
  426. var a # Data type is 'null' by default.
  427. var b = 5
  428. var c = 3.8
  429. var d = b + c # Variables are always initialized in order.
  430. Variables can optionally have a type specification. When a type is specified,
  431. the variable will be forced to have always that same type, and trying to assign
  432. an incompatible value will raise an error.
  433. Types are specified in the variable declaration using a ``:`` (colon) symbol
  434. after the variable name, followed by the type.
  435. ::
  436. var my_vector2: Vector2
  437. var my_node: Node = Sprite.new()
  438. If the variable is initialized within the declaration, the type can be inferred, so
  439. it's possible to omit the type name::
  440. var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'
  441. var my_node := Sprite.new() # 'my_node' is of type 'Sprite'
  442. Type inference is only possible if the assigned value has a defined type, otherwise
  443. it will raise an error.
  444. Valid types are:
  445. - Built-in types (Array, Vector2, int, String, etc.).
  446. - Engine classes (Node, Resource, Reference, etc.).
  447. - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
  448. - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope).
  449. - Script classes declared with the ``class_name`` keyword.
  450. Casting
  451. ^^^^^^^
  452. Values assigned to typed variables must have a compatible type. If it's needed to
  453. coerce a value to be of a certain type, in particular for object types, you can
  454. use the casting operator ``as``.
  455. Casting between object types results in the same object if the value is of the
  456. same type or a subtype of the cast type.
  457. ::
  458. var my_node2D: Node2D
  459. my_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D
  460. If the value is not a subtype, the casting operation will result in a ``null`` value.
  461. ::
  462. var my_node2D: Node2D
  463. my_node2D = $Button as Node2D # Results in 'null' since a Button is not a subtype of Node2D
  464. For built-in types, they will be forcibly converted if possible, otherwise the
  465. engine will raise an error.
  466. ::
  467. var my_int: int
  468. my_int = "123" as int # The string can be converted to int
  469. my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error
  470. Casting is also useful to have better type-safe variables when interacting with
  471. the scene tree::
  472. # Will infer the variable to be of type Sprite.
  473. var my_sprite := $Character as Sprite
  474. # Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
  475. ($AnimPlayer as AnimationPlayer).play("walk")
  476. Constants
  477. ~~~~~~~~~
  478. Constants are similar to variables, but must be constants or constant
  479. expressions and must be assigned on initialization.
  480. ::
  481. const A = 5
  482. const B = Vector2(20, 20)
  483. const C = 10 + 20 # Constant expression.
  484. const D = Vector2(20, 30).x # Constant expression: 20.
  485. const E = [1, 2, 3, 4][0] # Constant expression: 1.
  486. const F = sin(20) # 'sin()' can be used in constant expressions.
  487. const G = x + 20 # Invalid; this is not a constant expression!
  488. const H = A + 20 # Constant expression: 25.
  489. Although the type of constants is inferred from the assigned value, it's also
  490. possible to add explicit type specification::
  491. const A: int = 5
  492. const B: Vector2 = Vector2()
  493. Assigning a value of an incompatible type will raise an error.
  494. Enums
  495. ^^^^^
  496. Enums are basically a shorthand for constants, and are pretty useful if you
  497. want to assign consecutive integers to some constant.
  498. If you pass a name to the enum, it will put all the keys inside a constant
  499. dictionary of that name.
  500. .. important:: In Godot 3.1 and later, keys in a named enum are not registered
  501. as global constants. They should be accessed prefixed by the
  502. enum's name (``Name.KEY``); see an example below.
  503. ::
  504. enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  505. # Is the same as:
  506. const TILE_BRICK = 0
  507. const TILE_FLOOR = 1
  508. const TILE_SPIKE = 2
  509. const TILE_TELEPORT = 3
  510. enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
  511. # Is the same as:
  512. const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
  513. # Access values with State.STATE_IDLE, etc.
  514. Functions
  515. ~~~~~~~~~
  516. Functions always belong to a `class <Classes_>`_. The scope priority for
  517. variable look-up is: local → class member → global. The ``self`` variable is
  518. always available and is provided as an option for accessing class members, but
  519. is not always required (and should *not* be sent as the function's first
  520. argument, unlike Python).
  521. ::
  522. func my_function(a, b):
  523. print(a)
  524. print(b)
  525. return a + b # Return is optional; without it 'null' is returned.
  526. A function can ``return`` at any point. The default return value is ``null``.
  527. Functions can also have type specification for the arguments and for the return
  528. value. Types for arguments can be added in a similar way to variables::
  529. func my_function(a: int, b: String):
  530. pass
  531. If a function argument has a default value, it's possible to infer the type::
  532. func my_function(int_arg := 42, String_arg := "string"):
  533. pass
  534. The return type of the function can be specified after the arguments list using
  535. the arrow token (``->``)::
  536. func my_int_function() -> int:
  537. return 0
  538. Functions that have a return type **must** return a proper value. Setting the
  539. type as ``void`` means the function doesn't return anything. Void functions can
  540. return early with the ``return`` keyword, but they can't return any value.
  541. ::
  542. void_function() -> void:
  543. return # Can't return a value
  544. .. note:: Non-void functions must **always** return a value, so if your code has
  545. branching statements (such as an ``if``/``else`` construct), all the
  546. possible paths must have a return. E.g., if you have a ``return``
  547. inside an ``if`` block but not after it, the editor will raise an
  548. error because if the block is not executed, the function won't have a
  549. valid value to return.
  550. Referencing functions
  551. ^^^^^^^^^^^^^^^^^^^^^
  552. Contrary to Python, functions are *not* first-class objects in GDScript. This
  553. means they cannot be stored in variables, passed as an argument to another
  554. function or be returned from other functions. This is for performance reasons.
  555. To reference a function by name at run-time, (e.g. to store it in a variable, or
  556. pass it to another function as an argument) one must use the ``call`` or
  557. ``funcref`` helpers::
  558. # Call a function by name in one step.
  559. my_node.call("my_function", args)
  560. # Store a function reference.
  561. var my_func = funcref(my_node, "my_function")
  562. # Call stored function reference.
  563. my_func.call_func(args)
  564. Static functions
  565. ^^^^^^^^^^^^^^^^
  566. A function can be declared static. When a function is static, it has no
  567. access to the instance member variables or ``self``. This is mainly
  568. useful to make libraries of helper functions::
  569. static func sum2(a, b):
  570. return a + b
  571. Statements and control flow
  572. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  573. Statements are standard and can be assignments, function calls, control
  574. flow structures, etc (see below). ``;`` as a statement separator is
  575. entirely optional.
  576. if/else/elif
  577. ^^^^^^^^^^^^
  578. Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
  579. Parenthesis around conditions are allowed, but not required. Given the
  580. nature of the tab-based indentation, ``elif`` can be used instead of
  581. ``else``/``if`` to maintain a level of indentation.
  582. ::
  583. if [expression]:
  584. statement(s)
  585. elif [expression]:
  586. statement(s)
  587. else:
  588. statement(s)
  589. Short statements can be written on the same line as the condition::
  590. if 1 + 1 == 2: return 2 + 2
  591. else:
  592. var x = 3 + 3
  593. return x
  594. Sometimes, you might want to assign a different initial value based on a
  595. boolean expression. In this case, ternary-if expressions come in handy::
  596. var x = [value] if [expression] else [value]
  597. y += 3 if y < 10 else -1
  598. while
  599. ^^^^^
  600. Simple loops are created by using ``while`` syntax. Loops can be broken
  601. using ``break`` or continued using ``continue``:
  602. ::
  603. while [expression]:
  604. statement(s)
  605. for
  606. ^^^
  607. To iterate through a range, such as an array or table, a *for* loop is
  608. used. When iterating over an array, the current array element is stored in
  609. the loop variable. When iterating over a dictionary, the *index* is stored
  610. in the loop variable.
  611. ::
  612. for x in [5, 7, 11]:
  613. statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
  614. var dict = {"a": 0, "b": 1, "c": 2}
  615. for i in dict:
  616. print(dict[i]) # Prints 0, then 1, then 2.
  617. for i in range(3):
  618. statement # Similar to [0, 1, 2] but does not allocate an array.
  619. for i in range(1, 3):
  620. statement # Similar to [1, 2] but does not allocate an array.
  621. for i in range(2, 8, 2):
  622. statement # Similar to [2, 4, 6] but does not allocate an array.
  623. for c in "Hello":
  624. print(c) # Iterate through all characters in a String, print every letter on new line.
  625. for i in 3:
  626. statement # Similar to range(3)
  627. for i in 2.2:
  628. statement # Similar to range(ceil(2.2))
  629. match
  630. ^^^^^
  631. A ``match`` statement is used to branch execution of a program.
  632. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
  633. Basic syntax::
  634. match [expression]:
  635. [pattern](s):
  636. [block]
  637. [pattern](s):
  638. [block]
  639. [pattern](s):
  640. [block]
  641. **Crash-course for people who are familiar with switch statements**:
  642. 1. Replace ``switch`` with ``match``.
  643. 2. Remove ``case``.
  644. 3. Remove any ``break``\ s. If you don't want to ``break`` by default, you can use ``continue`` for a fallthrough.
  645. 4. Change ``default`` to a single underscore.
  646. **Control flow**:
  647. The patterns are matched from top to bottom.
  648. If a pattern matches, the corresponding block will be executed. After that, the execution continues below the ``match`` statement.
  649. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check the ones below it.
  650. There are 6 pattern types:
  651. - Constant pattern
  652. Constant primitives, like numbers and strings::
  653. match x:
  654. 1:
  655. print("We are number one!")
  656. 2:
  657. print("Two are better than one!")
  658. "test":
  659. print("Oh snap! It's a string!")
  660. - Variable pattern
  661. Matches the contents of a variable/enum::
  662. match typeof(x):
  663. TYPE_REAL:
  664. print("float")
  665. TYPE_STRING:
  666. print("text")
  667. TYPE_ARRAY:
  668. print("array")
  669. - Wildcard pattern
  670. This pattern matches everything. It's written as a single underscore.
  671. It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::
  672. match x:
  673. 1:
  674. print("It's one!")
  675. 2:
  676. print("It's one times two!")
  677. _:
  678. print("It's not 1 or 2. I don't care to be honest.")
  679. - Binding pattern
  680. A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
  681. It's especially useful in array and dictionary patterns::
  682. match x:
  683. 1:
  684. print("It's one!")
  685. 2:
  686. print("It's one times two!")
  687. var new_var:
  688. print("It's not 1 or 2, it's ", new_var)
  689. - Array pattern
  690. Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
  691. The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  692. **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``.
  693. Every subpattern has to be comma-separated.
  694. ::
  695. match x:
  696. []:
  697. print("Empty array")
  698. [1, 3, "test", null]:
  699. print("Very specific array")
  700. [var start, _, "test"]:
  701. print("First element is ", start, ", and the last is \"test\"")
  702. [42, ..]:
  703. print("Open ended array")
  704. - Dictionary pattern
  705. Works in the same way as the array pattern. Every key has to be a constant pattern.
  706. The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  707. **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``.
  708. Every subpattern has to be comma separated.
  709. If you don't specify a value, then only the existence of the key is checked.
  710. A value pattern is separated from the key pattern with a ``:``.
  711. ::
  712. match x:
  713. {}:
  714. print("Empty dict")
  715. {"name": "Dennis"}:
  716. print("The name is Dennis")
  717. {"name": "Dennis", "age": var age}:
  718. print("Dennis is ", age, " years old.")
  719. {"name", "age"}:
  720. print("Has a name and an age, but it's not Dennis :(")
  721. {"key": "godotisawesome", ..}:
  722. print("I only checked for one entry and ignored the rest")
  723. - Multiple patterns
  724. You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them.
  725. ::
  726. match x:
  727. 1, 2, 3:
  728. print("It's 1 - 3")
  729. "Sword", "Splash potion", "Fist":
  730. print("Yep, you've taken damage")
  731. Classes
  732. ~~~~~~~
  733. By default, all script files are unnamed classes. In this case, you can only
  734. reference them using the file's path, using either a relative or an absolute
  735. path. For example, if you name a script file ``character.gd``::
  736. # Inherit from Character.gd
  737. extends "res://path/to/character.gd"
  738. # Load character.gd and create a new node instance from it
  739. var Character = load("res://path/to/character.gd")
  740. var character_node = Character.new()
  741. Instead, you can give your class a name to register it as a new type in Godot's
  742. editor. For that, you use the ``class_name`` keyword. You can add an
  743. optional comma followed by a path to an image, to use it as an icon. Your class
  744. will then appear with its new icon in the editor::
  745. # Item.gd
  746. extends Node
  747. class_name Item, "res://interface/icons/item.png"
  748. .. image:: img/class_name_editor_register_example.png
  749. Here's a class file example:
  750. ::
  751. # Saved as a file named 'character.gd'.
  752. class_name Character
  753. var health = 5
  754. func print_health():
  755. print(health)
  756. func print_this_script_three_times():
  757. print(get_script())
  758. print(ResourceLoader.load("res://character.gd"))
  759. print(Character)
  760. .. note:: Godot's class syntax is compact: it can only contain member variables or
  761. functions. You can use static functions, but not static member variables. In the
  762. same way, the engine initializes variables every time you create an instance,
  763. and this includes arrays and dictionaries. This is in the spirit of thread
  764. safety, since scripts can be initialized in separate threads without the user
  765. knowing.
  766. Inheritance
  767. ^^^^^^^^^^^
  768. A class (stored as a file) can inherit from:
  769. - A global class.
  770. - Another class file.
  771. - An inner class inside another class file.
  772. Multiple inheritance is not allowed.
  773. Inheritance uses the ``extends`` keyword::
  774. # Inherit/extend a globally available class.
  775. extends SomeClass
  776. # Inherit/extend a named class file.
  777. extends "somefile.gd"
  778. # Inherit/extend an inner class in another file.
  779. extends "somefile.gd".SomeInnerClass
  780. To check if a given instance inherits from a given class,
  781. the ``is`` keyword can be used::
  782. # Cache the enemy class.
  783. const Enemy = preload("enemy.gd")
  784. # [...]
  785. # Use 'is' to check inheritance.
  786. if (entity is Enemy):
  787. entity.apply_damage()
  788. To call a function in a *parent class* (i.e. one ``extend``-ed in your current
  789. class), prepend ``.`` to the function name::
  790. .base_func(args)
  791. This is especially useful because functions in extending classes replace
  792. functions with the same name in their parent classes. If you still want to
  793. call them, you can prefix them with ``.`` (like the ``super`` keyword
  794. in other languages)::
  795. func some_func(x):
  796. .some_func(x) # Calls the same function on the parent class.
  797. .. note:: Default functions like ``_init``, and most notifications such as
  798. ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``,
  799. etc. are called in all parent classes automatically.
  800. There is no need to call them explicitly when overloading them.
  801. Class Constructor
  802. ^^^^^^^^^^^^^^^^^
  803. The class constructor, called on class instantiation, is named ``_init``. As
  804. mentioned earlier, the constructors of parent classes are called automatically
  805. when inheriting a class. So, there is usually no need to call ``._init()``
  806. explicitly.
  807. Unlike the call of a regular function, like in the above example with
  808. ``.some_func``, if the constructor from the inherited class takes arguments,
  809. they are passed like this::
  810. func _init(args).(parent_args):
  811. pass
  812. This is better explained through examples. Consider this scenario::
  813. # State.gd (inherited class)
  814. var entity = null
  815. var message = null
  816. func _init(e=null):
  817. entity = e
  818. func enter(m):
  819. message = m
  820. # Idle.gd (inheriting class)
  821. extends "State.gd"
  822. func _init(e=null, m=null).(e):
  823. # Do something with 'e'.
  824. message = m
  825. There are a few things to keep in mind here:
  826. 1. If the inherited class (``State.gd``) defines a ``_init`` constructor that takes
  827. arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must*
  828. define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``.
  829. 2. ``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``.
  830. 3. In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
  831. in to ``Idle.gd``.
  832. 4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
  833. to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you
  834. can pass literals in the base constructor as well, not just variables. eg.::
  835. # Idle.gd
  836. func _init().(5):
  837. pass
  838. Inner classes
  839. ^^^^^^^^^^^^^
  840. A class file can contain inner classes. Inner classes are defined using the
  841. ``class`` keyword. They are instanced using the ``ClassName.new()``
  842. function.
  843. ::
  844. # Inside a class file.
  845. # An inner class in this class file.
  846. class SomeInnerClass:
  847. var a = 5
  848. func print_value_of_a():
  849. print(a)
  850. # This is the constructor of the class file's main class.
  851. func _init():
  852. var c = SomeInnerClass.new()
  853. c.print_value_of_a()
  854. Classes as resources
  855. ^^^^^^^^^^^^^^^^^^^^
  856. Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
  857. must be loaded from disk to access them in other classes. This is done using
  858. either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
  859. class resource is done by calling the ``new`` function on the class object::
  860. # Load the class resource when calling load().
  861. var my_class = load("myclass.gd")
  862. # Preload the class only once at compile time.
  863. const MyClass = preload("myclass.gd")
  864. func _init():
  865. var a = MyClass.new()
  866. a.some_function()
  867. Exports
  868. ~~~~~~~
  869. .. note::
  870. Documentation about exports has been moved to :ref:`doc_gdscript_exports`.
  871. Setters/getters
  872. ~~~~~~~~~~~~~~~
  873. It is often useful to know when a class' member variable changes for
  874. whatever reason. It may also be desired to encapsulate its access in some way.
  875. For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword.
  876. It is used directly after a variable definition:
  877. ::
  878. var variable = value setget setterfunc, getterfunc
  879. Whenever the value of ``variable`` is modified by an *external* source
  880. (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above)
  881. will be called. This happens *before* the value is changed. The *setter* must decide what to do
  882. with the new value. Vice versa, when ``variable`` is accessed, the *getter* function
  883. (``getterfunc`` above) must ``return`` the desired value. Below is an example::
  884. var my_var setget my_var_set, my_var_get
  885. func my_var_set(new_value):
  886. my_var = new_value
  887. func my_var_get():
  888. return my_var # Getter must return a value.
  889. Either of the *setter* or *getter* functions can be omitted::
  890. # Only a setter.
  891. var my_var = 5 setget my_var_set
  892. # Only a getter (note the comma).
  893. var my_var = 5 setget ,my_var_get
  894. Setters and getters are useful when :ref:`exporting variables <doc_gdscript_exports>`
  895. to the editor in tool scripts or plugins, for validating input.
  896. As said, *local* access will *not* trigger the setter and getter. Here is an
  897. illustration of this:
  898. ::
  899. func _init():
  900. # Does not trigger setter/getter.
  901. my_integer = 5
  902. print(my_integer)
  903. # Does trigger setter/getter.
  904. self.my_integer = 5
  905. print(self.my_integer)
  906. .. _doc_gdscript_tool_mode:
  907. Tool mode
  908. ~~~~~~~~~
  909. By default, scripts don't run inside the editor and only the exported
  910. properties can be changed. In some cases, it is desired that they do run
  911. inside the editor (as long as they don't execute game code or manually
  912. avoid doing so). For this, the ``tool`` keyword exists and must be
  913. placed at the top of the file::
  914. tool
  915. extends Button
  916. func _ready():
  917. print("Hello")
  918. .. warning:: Be cautious when freeing nodes with ``queue_free()`` or ``free()``
  919. in a tool script (especially the script's owner itself). As tool
  920. scripts run their code in the editor, misusing them may lead to
  921. crashing the editor.
  922. Memory management
  923. ~~~~~~~~~~~~~~~~~
  924. If a class inherits from :ref:`class_Reference`, then instances will be
  925. freed when no longer in use. No garbage collector exists, just
  926. reference counting. By default, all classes that don't define
  927. inheritance extend **Reference**. If this is not desired, then a class
  928. must inherit :ref:`class_Object` manually and must call instance.free(). To
  929. avoid reference cycles that can't be freed, a ``weakref`` function is
  930. provided for creating weak references.
  931. Alternatively, when not using references, the
  932. ``is_instance_valid(instance)`` can be used to check if an object has been
  933. freed.
  934. .. _doc_gdscript_signals:
  935. Signals
  936. ~~~~~~~
  937. Signals are a tool to emit messages from an object that other objects can react
  938. to. To create custom signals for a class, use the ``signal`` keyword.
  939. ::
  940. extends Node
  941. # A signal named health_depleted
  942. signal health_depleted
  943. .. note::
  944. Signals are a `Callback
  945. <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
  946. mechanism. They also fill the role of Observers, a common programming
  947. pattern. For more information, read the `Observer tutorial
  948. <https://gameprogrammingpatterns.com/observer.html>`_ in the
  949. Game Programming Patterns ebook.
  950. You can connect these signals to methods the same way you connect built-in
  951. signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
  952. In the example below, we connect the ``health_depleted`` signal from a
  953. ``Character`` node to a ``Game`` node. When the ``Character`` node emits the
  954. signal, the game node's ``_on_Character_health_depleted`` is called::
  955. # Game.gd
  956. func _ready():
  957. var character_node = get_node('Character')
  958. character_node.connect("health_depleted", self, "_on_Character_health_depleted")
  959. func _on_Character_health_depleted():
  960. get_tree().reload_current_scene()
  961. You can emit as many arguments as you want along with a signal.
  962. Here is an example where this is useful. Let's say we want a life bar on screen
  963. to react to health changes with an animation, but we want to keep the user
  964. interface separate from the player in our scene tree.
  965. In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
  966. it with :ref:`Object.emit_signal() <class_Object_method_emit_signal>`, and from
  967. a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
  968. the :ref:`Object.connect() <class_Object_method_connect>` method::
  969. # Character.gd
  970. ...
  971. signal health_changed
  972. func take_damage(amount):
  973. var old_health = health
  974. health -= amount
  975. # We emit the health_changed signal every time the
  976. # character takes damage
  977. emit_signal("health_changed", old_health, health)
  978. ...
  979. ::
  980. # Lifebar.gd
  981. # Here, we define a function to use as a callback when the
  982. # character's health_changed signal is emitted
  983. ...
  984. func _on_Character_health_changed(old_value, new_value):
  985. if old_value > new_value:
  986. progress_bar.modulate = Color.red
  987. else:
  988. progress_bar.modulate = Color.green
  989. # Imagine that `animate` is a user-defined function that animates the
  990. # bar filling up or emptying itself
  991. progress_bar.animate(old_value, new_value)
  992. ...
  993. .. note::
  994. To use signals, your class has to extend the ``Object`` class or any
  995. type extending it like ``Node``, ``KinematicBody``, ``Control``...
  996. In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
  997. connect the character, that emits the signal, to the receiver, the ``Lifebar``
  998. node in this case.
  999. ::
  1000. # Game.gd
  1001. func _ready():
  1002. var character_node = get_node('Character')
  1003. var lifebar_node = get_node('UserInterface/Lifebar')
  1004. character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
  1005. This allows the ``Lifebar`` to react to health changes without coupling it to
  1006. the ``Character`` node.
  1007. You can write optional argument names in parentheses after the signal's
  1008. definition::
  1009. # Defining a signal that forwards two arguments
  1010. signal health_changed(old_value, new_value)
  1011. These arguments show up in the editor's node dock, and Godot can use them to
  1012. generate callback functions for you. However, you can still emit any number of
  1013. arguments when you emit signals; it's up to you to emit the correct values.
  1014. .. image:: img/gdscript_basics_signals_node_tab_1.png
  1015. GDScript can bind an array of values to connections between a signal
  1016. and a method. When the signal is emitted, the callback method receives
  1017. the bound values. These bound arguments are unique to each connection,
  1018. and the values will stay the same.
  1019. You can use this array of values to add extra constant information to the
  1020. connection if the emitted signal itself doesn't give you access to all the data
  1021. that you need.
  1022. Building on the example above, let's say we want to display a log of the damage
  1023. taken by each character on the screen, like ``Player1 took 22 damage.``. The
  1024. ``health_changed`` signal doesn't give us the name of the character that took
  1025. damage. So when we connect the signal to the in-game console, we can add the
  1026. character's name in the binds array argument::
  1027. # Game.gd
  1028. func _ready():
  1029. var character_node = get_node('Character')
  1030. var battle_log_node = get_node('UserInterface/BattleLog')
  1031. character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
  1032. Our ``BattleLog`` node receives each element in the binds array as an extra argument::
  1033. # BattleLog.gd
  1034. func _on_Character_health_changed(old_value, new_value, character_name):
  1035. if not new_value <= old_value:
  1036. return
  1037. var damage = old_value - new_value
  1038. label.text += character_name + " took " + str(damage) + " damage."
  1039. Coroutines with yield
  1040. ~~~~~~~~~~~~~~~~~~~~~
  1041. GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
  1042. via the :ref:`yield<class_@GDScript_method_yield>` built-in function. Calling ``yield()`` will
  1043. immediately return from the current function, with the current frozen
  1044. state of the same function as the return value. Calling ``resume()`` on
  1045. this resulting object will continue execution and return whatever the
  1046. function returns. Once resumed, the state object becomes invalid. Here is
  1047. an example::
  1048. func my_func():
  1049. print("Hello")
  1050. yield()
  1051. print("world")
  1052. func _ready():
  1053. var y = my_func()
  1054. # Function state saved in 'y'.
  1055. print("my dear")
  1056. y.resume()
  1057. # 'y' resumed and is now an invalid state.
  1058. Will print::
  1059. Hello
  1060. my dear
  1061. world
  1062. It is also possible to pass values between ``yield()`` and ``resume()``,
  1063. for example::
  1064. func my_func():
  1065. print("Hello")
  1066. print(yield())
  1067. return "cheers!"
  1068. func _ready():
  1069. var y = my_func()
  1070. # Function state saved in 'y'.
  1071. print(y.resume("world"))
  1072. # 'y' resumed and is now an invalid state.
  1073. Will print::
  1074. Hello
  1075. world
  1076. cheers!
  1077. Coroutines & signals
  1078. ^^^^^^^^^^^^^^^^^^^^
  1079. The real strength of using ``yield`` is when combined with signals.
  1080. ``yield`` can accept two arguments, an object and a signal. When the
  1081. signal is received, execution will recommence. Here are some examples::
  1082. # Resume execution the next frame.
  1083. yield(get_tree(), "idle_frame")
  1084. # Resume execution when animation is done playing.
  1085. yield(get_node("AnimationPlayer"), "animation_finished")
  1086. # Wait 5 seconds, then resume execution.
  1087. yield(get_tree().create_timer(5.0), "timeout")
  1088. Coroutines themselves use the ``completed`` signal when they transition
  1089. into an invalid state, for example::
  1090. func my_func():
  1091. yield(button_func(), "completed")
  1092. print("All buttons were pressed, hurray!")
  1093. func button_func():
  1094. yield($Button0, "pressed")
  1095. yield($Button1, "pressed")
  1096. ``my_func`` will only continue execution once both buttons have been pressed.
  1097. Onready keyword
  1098. ~~~~~~~~~~~~~~~
  1099. When using nodes, it's common to desire to keep references to parts
  1100. of the scene in a variable. As scenes are only warranted to be
  1101. configured when entering the active scene tree, the sub-nodes can only
  1102. be obtained when a call to ``Node._ready()`` is made.
  1103. ::
  1104. var my_label
  1105. func _ready():
  1106. my_label = get_node("MyLabel")
  1107. This can get a little cumbersome, especially when nodes and external
  1108. references pile up. For this, GDScript has the ``onready`` keyword, that
  1109. defers initialization of a member variable until ``_ready()`` is called. It
  1110. can replace the above code with a single line::
  1111. onready var my_label = get_node("MyLabel")
  1112. Assert keyword
  1113. ~~~~~~~~~~~~~~
  1114. The ``assert`` keyword can be used to check conditions in debug builds. These
  1115. assertions are ignored in non-debug builds. This means that the expression
  1116. passed as argument won't be evaluated in a project exported in release mode.
  1117. Due to this, assertions must **not** contain expressions that have
  1118. side effects. Otherwise, the behavior of the script would vary
  1119. depending on whether the project is run in a debug build.
  1120. ::
  1121. # Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.
  1122. assert(i == 0)
  1123. When running a project from the editor, the project will be paused if an
  1124. assertion error occurs.