gdscript_styleguide.rst 5.7 KB

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  1. .. _doc_gdscript_styleguide:
  2. GDScript style guide
  3. ====================
  4. Description
  5. -----------
  6. This styleguide lists conventions to write elegant GDScript. The goal is
  7. to encourage writing clean, readable code and promote consistency across
  8. projects, discussions, and tutorials. Hopefully, this will also
  9. encourage development of auto-formatting tools.
  10. Since GDScript is close to Python, this guide is inspired by Python's
  11. `PEP 8 <https://www.python.org/dev/peps/pep-0008/>`__ programming
  12. styleguide.
  13. .. note:: Godot's built-in script editor uses a lot of these conventions
  14. by default. Let it help you.
  15. Code structure
  16. --------------
  17. Indentation
  18. ~~~~~~~~~~~
  19. Indent type: Tabs *(editor default)*
  20. Indent size: 4 *(editor default)*
  21. Each indent level should be one greater than the block containing it.
  22. **Good**:
  23. ::
  24. for i in range(10):
  25. print("hello")
  26. **Bad**:
  27. ::
  28. for i in range(10):
  29. print("hello")
  30. for i in range(10):
  31. print("hello")
  32. Use 2 indent levels to distinguish continuation lines from
  33. regular code blocks.
  34. **Good**:
  35. ::
  36. effect.interpolate_property(sprite, "transform/scale",
  37. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  38. Tween.TRANS_QUAD, Tween.EASE_OUT)
  39. **Bad**:
  40. ::
  41. effect.interpolate_property(sprite, "transform/scale",
  42. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  43. Tween.TRANS_QUAD, Tween.EASE_OUT)
  44. Blank lines
  45. ~~~~~~~~~~~
  46. Surround functions and class definitions with two blank lines:
  47. ::
  48. func heal(amount):
  49. health += amount
  50. health = min(health, max_health)
  51. emit_signal("health_changed", health)
  52. func take_damage(amount, effect=null):
  53. health -= amount
  54. health = max(0, health)
  55. emit_signal("health_changed", health)
  56. Use one blank line inside functions to separate logical sections.
  57. Line length
  58. ~~~~~~~~~~~
  59. Try to keep lines under 80 characters. This ensures greater readability on small
  60. displays and splitted editors (such as side-by-side diffs). It's OK to go over
  61. by a few characters, but a line should never exceed 100 characters.
  62. One statement per line
  63. ~~~~~~~~~~~~~~~~~~~~~~
  64. Never combine multiple statements on a single line. No, C programmers,
  65. not with a single line conditional statement (except with the ternary
  66. operator)!
  67. **Good**:
  68. ::
  69. if position.x > width:
  70. position.x = 0
  71. if flag:
  72. print("flagged")
  73. **Bad**:
  74. ::
  75. if position.x > width: position.x = 0
  76. if flag: print("flagged")
  77. Avoid unnecessary parentheses
  78. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  79. Avoid parentheses in expressions and conditional statements. Unless
  80. necessary for order of operations, they only reduce readability.
  81. **Good**:
  82. ::
  83. if is_colliding():
  84. queue_free()
  85. **Bad**:
  86. ::
  87. if (is_colliding()):
  88. queue_free()
  89. Comment spacing
  90. ~~~~~~~~~~~~~~~
  91. Normal comments should start with a space, but comments which are disabled
  92. code should not. This helps differentiate text comments from disabled code.
  93. **Good**:
  94. ::
  95. # This is a comment.
  96. #print("This is disabled code")
  97. **Bad**:
  98. ::
  99. #This is a comment.
  100. # print("This is disabled code")
  101. Whitespace
  102. ~~~~~~~~~~
  103. Always use one space around operators and after commas. Avoid extra
  104. spaces in dictionary references and function calls, or to create "columns."
  105. **Good**:
  106. ::
  107. position.x = 5
  108. position.y = mpos.y + 10
  109. dict["key"] = 5
  110. myarray = [4, 5, 6]
  111. print("foo")
  112. **Bad**:
  113. ::
  114. position.x=5
  115. position.y = mpos.y+10
  116. dict ['key'] = 5
  117. myarray = [4,5,6]
  118. print ('foo')
  119. **NEVER**:
  120. ::
  121. x = 100
  122. y = 100
  123. velocity = 500
  124. Quotes
  125. ~~~~~~
  126. Use double quotes unless single quotes make it possible to escape fewer
  127. characters in a given string. See the examples below:
  128. ::
  129. # Normal string.
  130. print("hello world")
  131. # Use double quotes as usual to avoid escapes.
  132. print("hello 'world'")
  133. # Use single quotes as an exception to the rule to avoid escapes.
  134. print('hello "world"')
  135. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  136. print("'hello' \"world\"")
  137. Naming conventions
  138. ------------------
  139. These naming conventions follow the Godot Engine style. Breaking these
  140. will make your code clash with the built-in naming conventions, which is
  141. ugly.
  142. Classes and nodes
  143. ~~~~~~~~~~~~~~~~~
  144. Use PascalCase: ``extends KinematicBody``
  145. Also when loading a class into a constant or variable:
  146. ::
  147. const MyCoolNode = preload("res://my_cool_node.gd")
  148. Functions and variables
  149. ~~~~~~~~~~~~~~~~~~~~~~~
  150. Use snake\_case: ``get_node()``
  151. Prepend a single underscore (\_) to virtual methods (functions the user
  152. must override), private functions, and private variables:
  153. ``func _ready()``
  154. Signals
  155. ~~~~~~~
  156. Use past tense:
  157. ::
  158. signal door_opened
  159. signal score_changed
  160. Constants
  161. ~~~~~~~~~
  162. Use CONSTANT\_CASE, all caps, with an underscore (\_) to separate words:
  163. ``const MAX_SPEED = 200``
  164. Static typing
  165. -------------
  166. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  167. Type hints
  168. ~~~~~~~~~~
  169. Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible.
  170. **Good**:
  171. ::
  172. onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  173. var health := 0 # The compiler will use the int type
  174. **Bad**:
  175. ::
  176. # The compiler can't infer the exact type and will use Node
  177. # instead of ProgressBar
  178. onready var health_bar := get_node("UI/LifeBar")
  179. When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``.
  180. ::
  181. var health := 0 # The compiler will use the int type
  182. Add a space on either sides of the return type arrow when defining functions.
  183. ::
  184. func heal(amount: int) -> void: