gdscript_basics.rst 73 KB

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  1. .. _doc_gdscript:
  2. GDScript reference
  3. ==================
  4. :ref:`GDScript<doc_gdscript>` is a high-level, `object-oriented
  5. <https://en.wikipedia.org/wiki/Object-oriented_programming>`_, `imperative
  6. <https://en.wikipedia.org/wiki/Imperative_programming>`_, and `gradually typed
  7. <https://en.wikipedia.org/wiki/Gradual_typing>`_ programming language built for Godot.
  8. *GDScript* is a high-level, dynamically typed programming language used to
  9. create content. It uses an indentation-based syntax similar to languages like
  10. `Python <https://en.wikipedia.org/wiki/Python_%28programming_language%29>`_.
  11. Its goal is to be optimized for and tightly integrated with Godot Engine,
  12. allowing great flexibility for content creation and integration.
  13. GDScript is entirely independent from Python and is not based on it.
  14. History
  15. -------
  16. .. note::
  17. Documentation about GDScript's history has been moved to the
  18. :ref:`Frequently Asked Questions <doc_faq_what_is_gdscript>`.
  19. Example of GDScript
  20. -------------------
  21. Some people can learn better by taking a look at the syntax, so
  22. here's a simple example of how GDScript looks.
  23. ::
  24. # Everything after "#" is a comment.
  25. # A file is a class!
  26. # (optional) class definition:
  27. class_name MyClass
  28. # Inheritance:
  29. extends BaseClass
  30. # (optional) icon to show in the editor dialogs:
  31. @icon("res://path/to/optional/icon.svg")
  32. # Member variables.
  33. var a = 5
  34. var s = "Hello"
  35. var arr = [1, 2, 3]
  36. var dict = {"key": "value", 2: 3}
  37. var other_dict = {key = "value", other_key = 2}
  38. var typed_var: int
  39. var inferred_type := "String"
  40. # Constants.
  41. const ANSWER = 42
  42. const THE_NAME = "Charly"
  43. # Enums.
  44. enum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}
  45. enum Named {THING_1, THING_2, ANOTHER_THING = -1}
  46. # Built-in vector types.
  47. var v2 = Vector2(1, 2)
  48. var v3 = Vector3(1, 2, 3)
  49. # Functions.
  50. func some_function(param1, param2, param3):
  51. const local_const = 5
  52. if param1 < local_const:
  53. print(param1)
  54. elif param2 > 5:
  55. print(param2)
  56. else:
  57. print("Fail!")
  58. for i in range(20):
  59. print(i)
  60. while param2 != 0:
  61. param2 -= 1
  62. match param3:
  63. 3:
  64. print("param3 is 3!")
  65. _:
  66. print("param3 is not 3!")
  67. var local_var = param1 + 3
  68. return local_var
  69. # Functions override functions with the same name on the base/super class.
  70. # If you still want to call them, use "super":
  71. func something(p1, p2):
  72. super(p1, p2)
  73. # It's also possible to call another function in the super class:
  74. func other_something(p1, p2):
  75. super.something(p1, p2)
  76. # Inner class
  77. class Something:
  78. var a = 10
  79. # Constructor
  80. func _init():
  81. print("Constructed!")
  82. var lv = Something.new()
  83. print(lv.a)
  84. If you have previous experience with statically typed languages such as
  85. C, C++, or C# but never used a dynamically typed one before, it is advised you
  86. read this tutorial: :ref:`doc_gdscript_more_efficiently`.
  87. Language
  88. --------
  89. In the following, an overview is given to GDScript. Details, such as which
  90. methods are available to arrays or other objects, should be looked up in
  91. the linked class descriptions.
  92. Identifiers
  93. ~~~~~~~~~~~
  94. Any string that restricts itself to alphabetic characters (``a`` to
  95. ``z`` and ``A`` to ``Z``), digits (``0`` to ``9``) and ``_`` qualifies
  96. as an identifier. Additionally, identifiers must not begin with a digit.
  97. Identifiers are case-sensitive (``foo`` is different from ``FOO``).
  98. Keywords
  99. ~~~~~~~~
  100. The following is the list of keywords supported by the language. Since
  101. keywords are reserved words (tokens), they can't be used as identifiers.
  102. Operators (like ``in``, ``not``, ``and`` or ``or``) and names of built-in types
  103. as listed in the following sections are also reserved.
  104. Keywords are defined in the `GDScript tokenizer <https://github.com/godotengine/godot/blob/master/modules/gdscript/gdscript_tokenizer.cpp>`_
  105. in case you want to take a look under the hood.
  106. +------------+---------------------------------------------------------------------------------------------------------------+
  107. | Keyword | Description |
  108. +============+===============================================================================================================+
  109. | if | See `if/else/elif`_. |
  110. +------------+---------------------------------------------------------------------------------------------------------------+
  111. | elif | See `if/else/elif`_. |
  112. +------------+---------------------------------------------------------------------------------------------------------------+
  113. | else | See `if/else/elif`_. |
  114. +------------+---------------------------------------------------------------------------------------------------------------+
  115. | for | See for_. |
  116. +------------+---------------------------------------------------------------------------------------------------------------+
  117. | while | See while_. |
  118. +------------+---------------------------------------------------------------------------------------------------------------+
  119. | match | See match_. |
  120. +------------+---------------------------------------------------------------------------------------------------------------+
  121. | break | Exits the execution of the current ``for`` or ``while`` loop. |
  122. +------------+---------------------------------------------------------------------------------------------------------------+
  123. | continue | Immediately skips to the next iteration of the ``for`` or ``while`` loop. |
  124. +------------+---------------------------------------------------------------------------------------------------------------+
  125. | pass | Used where a statement is required syntactically but execution of code is undesired, e.g. in empty functions. |
  126. +------------+---------------------------------------------------------------------------------------------------------------+
  127. | return | Returns a value from a function. |
  128. +------------+---------------------------------------------------------------------------------------------------------------+
  129. | class | Defines a class. |
  130. +------------+---------------------------------------------------------------------------------------------------------------+
  131. | class_name | Defines the script as a globally accessible class with the specified name. |
  132. +------------+---------------------------------------------------------------------------------------------------------------+
  133. | extends | Defines what class to extend with the current class. |
  134. +------------+---------------------------------------------------------------------------------------------------------------+
  135. | is | Tests whether a variable extends a given class, or is of a given built-in type. |
  136. +------------+---------------------------------------------------------------------------------------------------------------+
  137. | as | Cast the value to a given type if possible. |
  138. +------------+---------------------------------------------------------------------------------------------------------------+
  139. | self | Refers to current class instance. |
  140. +------------+---------------------------------------------------------------------------------------------------------------+
  141. | signal | Defines a signal. |
  142. +------------+---------------------------------------------------------------------------------------------------------------+
  143. | func | Defines a function. |
  144. +------------+---------------------------------------------------------------------------------------------------------------+
  145. | static | Defines a static function. Static member variables are not allowed. |
  146. +------------+---------------------------------------------------------------------------------------------------------------+
  147. | const | Defines a constant. |
  148. +------------+---------------------------------------------------------------------------------------------------------------+
  149. | enum | Defines an enum. |
  150. +------------+---------------------------------------------------------------------------------------------------------------+
  151. | var | Defines a variable. |
  152. +------------+---------------------------------------------------------------------------------------------------------------+
  153. | breakpoint | Editor helper for debugger breakpoints. |
  154. +------------+---------------------------------------------------------------------------------------------------------------+
  155. | preload | Preloads a class or variable. See `Classes as resources`_. |
  156. +------------+---------------------------------------------------------------------------------------------------------------+
  157. | await | Waits for a signal or a coroutine to finish. See `Awaiting for signals`_. |
  158. +------------+---------------------------------------------------------------------------------------------------------------+
  159. | yield | Previously used for coroutines. Kept as keyword for transition. |
  160. +------------+---------------------------------------------------------------------------------------------------------------+
  161. | assert | Asserts a condition, logs error on failure. Ignored in non-debug builds. See `Assert keyword`_. |
  162. +------------+---------------------------------------------------------------------------------------------------------------+
  163. | void | Used to represent that a function does not return any value. |
  164. +------------+---------------------------------------------------------------------------------------------------------------+
  165. | PI | PI constant. |
  166. +------------+---------------------------------------------------------------------------------------------------------------+
  167. | TAU | TAU constant. |
  168. +------------+---------------------------------------------------------------------------------------------------------------+
  169. | INF | Infinity constant. Used for comparisons and as result of calculations. |
  170. +------------+---------------------------------------------------------------------------------------------------------------+
  171. | NAN | NAN (not a number) constant. Used as impossible result from calculations. |
  172. +------------+---------------------------------------------------------------------------------------------------------------+
  173. Operators
  174. ~~~~~~~~~
  175. The following is the list of supported operators and their precedence.
  176. +------------------------------------------------------------------------+-----------------------------------------+
  177. | **Operator** | **Description** |
  178. +------------------------------------------------------------------------+-----------------------------------------+
  179. | ``x[index]`` | Subscription (highest priority) |
  180. +------------------------------------------------------------------------+-----------------------------------------+
  181. | ``x.attribute`` | Attribute reference |
  182. +------------------------------------------------------------------------+-----------------------------------------+
  183. | ``foo()`` | Function call |
  184. +------------------------------------------------------------------------+-----------------------------------------+
  185. | ``is`` | Instance type checker |
  186. +------------------------------------------------------------------------+-----------------------------------------+
  187. | ``~`` | Bitwise NOT |
  188. +------------------------------------------------------------------------+-----------------------------------------+
  189. | ``-x`` | Negative / Unary negation |
  190. +------------------------------------------------------------------------+-----------------------------------------+
  191. | ``*`` ``/`` ``%`` | Multiplication / Division / Remainder |
  192. | | |
  193. | | These operators have the same behavior |
  194. | | as C++. Integer division is truncated |
  195. | | rather than returning a fractional |
  196. | | number, and the % operator is only |
  197. | | available for ints ("fmod" for floats) |
  198. +------------------------------------------------------------------------+-----------------------------------------+
  199. | ``+`` | Addition / Concatenation of arrays |
  200. +------------------------------------------------------------------------+-----------------------------------------+
  201. | ``-`` | Subtraction |
  202. +------------------------------------------------------------------------+-----------------------------------------+
  203. | ``<<`` ``>>`` | Bit shifting |
  204. +------------------------------------------------------------------------+-----------------------------------------+
  205. | ``&`` | Bitwise AND |
  206. +------------------------------------------------------------------------+-----------------------------------------+
  207. | ``^`` | Bitwise XOR |
  208. +------------------------------------------------------------------------+-----------------------------------------+
  209. | ``|`` | Bitwise OR |
  210. +------------------------------------------------------------------------+-----------------------------------------+
  211. | ``<`` ``>`` ``==`` ``!=`` ``>=`` ``<=`` | Comparisons |
  212. +------------------------------------------------------------------------+-----------------------------------------+
  213. | ``in`` | Content test |
  214. +------------------------------------------------------------------------+-----------------------------------------+
  215. | ``not`` | Boolean NOT |
  216. +------------------------------------------------------------------------+-----------------------------------------+
  217. | ``and`` | Boolean AND |
  218. +------------------------------------------------------------------------+-----------------------------------------+
  219. | ``or`` | Boolean OR |
  220. +------------------------------------------------------------------------+-----------------------------------------+
  221. | ``if x else`` | Ternary if/else |
  222. +------------------------------------------------------------------------+-----------------------------------------+
  223. | ``as`` | Type casting |
  224. +------------------------------------------------------------------------+-----------------------------------------+
  225. | ``=`` ``+=`` ``-=`` ``*=`` ``/=`` ``%=`` ``&=`` ``|=`` ``<<=`` ``>>=`` | Assignment (lowest priority) |
  226. +------------------------------------------------------------------------+-----------------------------------------+
  227. Literals
  228. ~~~~~~~~
  229. +--------------------------+----------------------------------------+
  230. | **Literal** | **Type** |
  231. +--------------------------+----------------------------------------+
  232. | ``45`` | Base 10 integer |
  233. +--------------------------+----------------------------------------+
  234. | ``0x8f51`` | Base 16 (hexadecimal) integer |
  235. +--------------------------+----------------------------------------+
  236. | ``0b101010`` | Base 2 (binary) integer |
  237. +--------------------------+----------------------------------------+
  238. | ``3.14``, ``58.1e-10`` | Floating-point number (real) |
  239. +--------------------------+----------------------------------------+
  240. | ``"Hello"``, ``"Hi"`` | Strings |
  241. +--------------------------+----------------------------------------+
  242. | ``"""Hello"""`` | Multiline string |
  243. +--------------------------+----------------------------------------+
  244. | ``&"name"`` | :ref:`StringName <class_StringName>` |
  245. +--------------------------+----------------------------------------+
  246. | ``^"Node/Label"`` | :ref:`NodePath <class_NodePath>` |
  247. +--------------------------+----------------------------------------+
  248. | ``$NodePath`` | Shorthand for ``get_node("NodePath")`` |
  249. +--------------------------+----------------------------------------+
  250. Integers and floats can have their numbers separated with ``_`` to make them more readable.
  251. The following ways to write numbers are all valid::
  252. 12_345_678 # Equal to 12345678.
  253. 3.141_592_7 # Equal to 3.1415927.
  254. 0x8080_0000_ffff # Equal to 0x80800000ffff.
  255. 0b11_00_11_00 # Equal to 0b11001100.
  256. Annotations
  257. ~~~~~~~~~~~
  258. There are some special tokens in GDScript that act like keywords but are not,
  259. they are *annotations* instead. Every annotation start with the ``@`` character
  260. and is specified by a name.
  261. Those affect how the script is treated by external tools and usually don't
  262. change the behavior.
  263. For instance, you can use it to export a value to the editor::
  264. @export_range(1, 100, 1, "or_greater")
  265. var ranged_var: int = 50
  266. Annotations can be specified one per line or all in the same line. They affect
  267. the next statement that isn't an annotation. Annotations can have arguments sent
  268. between parentheses and separated by commas.
  269. Both of these are the same::
  270. @export_file("*.png")
  271. @remote
  272. var x
  273. @export_file("*.png") @remote var x
  274. Here's the list of available annotations:
  275. +------------------------------+---------------------------------------------------------------------------------------------------+
  276. | **Annotation** | **Description** |
  277. +------------------------------+---------------------------------------------------------------------------------------------------+
  278. | ``@tool`` | Enable the `Tool mode`_. |
  279. +------------------------------+---------------------------------------------------------------------------------------------------+
  280. | ``@onready`` | Defer initialization of variable until the node is in the tree. See |
  281. | | :ref:`doc_gdscript_onready_annotation`. |
  282. +------------------------------+---------------------------------------------------------------------------------------------------+
  283. | ``@icon(path)`` | Set the class icon to show in editor. To be used together with the ``class_name`` keyword. |
  284. +------------------------------+---------------------------------------------------------------------------------------------------+
  285. | ``@master`` | RPC modifiers. See :ref:`high-level multiplayer docs <doc_high_level_multiplayer>`. |
  286. | | |
  287. | ``@puppet`` | |
  288. | | |
  289. | ``@remote`` | |
  290. | | |
  291. | ``@mastersync`` | |
  292. | | |
  293. | ``@puppetsync`` | |
  294. | | |
  295. | ``@remotesync`` | |
  296. +------------------------------+---------------------------------------------------------------------------------------------------+
  297. | ``@export`` | Export hints for the editor. See :ref:`doc_gdscript_exports`. |
  298. | | |
  299. | ``@export_enum`` | |
  300. | | |
  301. | ``@export_file`` | |
  302. | | |
  303. | ``@export_dir`` | |
  304. | | |
  305. | ``@export_global_file`` | |
  306. | | |
  307. | ``@export_global_dir`` | |
  308. | | |
  309. | ``@export_multiline`` | |
  310. | | |
  311. | ``@export_placeholder`` | |
  312. | | |
  313. | ``@export_range`` | |
  314. | | |
  315. | ``@export_exp_range`` | |
  316. | | |
  317. | ``@export_exp_easing`` | |
  318. | | |
  319. | ``@export_color_no_alpha`` | |
  320. | | |
  321. | ``@export_node_path`` | |
  322. | | |
  323. | ``@export_flags`` | |
  324. | | |
  325. | ``@export_flags_2d_render`` | |
  326. | | |
  327. | ``@export_flags_2d_physics`` | |
  328. | | |
  329. | ``@export_flags_3d_render`` | |
  330. | | |
  331. | ``@export_flags_3d_physics`` | |
  332. +------------------------------+---------------------------------------------------------------------------------------------------+
  333. Comments
  334. ~~~~~~~~
  335. Anything from a ``#`` to the end of the line is ignored and is
  336. considered a comment.
  337. ::
  338. # This is a comment.
  339. .. _doc_gdscript_builtin_types:
  340. Built-in types
  341. --------------
  342. Built-in types are stack-allocated. They are passed as values. This means a copy
  343. is created on each assignment or when passing them as arguments to functions.
  344. The only exceptions are ``Array``\ s and ``Dictionaries``, which are passed by
  345. reference so they are shared. (Packed arrays such as ``PackedByteArray`` are still
  346. passed as values.)
  347. Basic built-in types
  348. ~~~~~~~~~~~~~~~~~~~~
  349. A variable in GDScript can be assigned to several built-in types.
  350. null
  351. ^^^^
  352. ``null`` is an empty data type that contains no information and can not
  353. be assigned any other value.
  354. :ref:`bool <class_bool>`
  355. ^^^^^^^^^^^^^^^^^^^^^^^^
  356. Short for "boolean", it can only contain ``true`` or ``false``.
  357. :ref:`int <class_int>`
  358. ^^^^^^^^^^^^^^^^^^^^^^
  359. Short for "integer", it stores whole numbers (positive and negative).
  360. It is stored as a 64-bit value, equivalent to "int64_t" in C++.
  361. :ref:`float <class_float>`
  362. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  363. Stores real numbers, including decimals, using floating-point values.
  364. It is stored as a 64-bit value, equivalent to "double" in C++.
  365. Note: Currently, data structures such as Vector2, Vector3, and
  366. PackedFloat32Array store 32-bit single-precision "float" values.
  367. :ref:`String <class_String>`
  368. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  369. A sequence of characters in `Unicode format <https://en.wikipedia.org/wiki/Unicode>`_.
  370. Strings can contain the following escape sequences:
  371. +---------------------+---------------------------------+
  372. | **Escape sequence** | **Expands to** |
  373. +---------------------+---------------------------------+
  374. | ``\n`` | Newline (line feed) |
  375. +---------------------+---------------------------------+
  376. | ``\t`` | Horizontal tab character |
  377. +---------------------+---------------------------------+
  378. | ``\r`` | Carriage return |
  379. +---------------------+---------------------------------+
  380. | ``\a`` | Alert (beep/bell) |
  381. +---------------------+---------------------------------+
  382. | ``\b`` | Backspace |
  383. +---------------------+---------------------------------+
  384. | ``\f`` | Formfeed page break |
  385. +---------------------+---------------------------------+
  386. | ``\v`` | Vertical tab character |
  387. +---------------------+---------------------------------+
  388. | ``\"`` | Double quote |
  389. +---------------------+---------------------------------+
  390. | ``\'`` | Single quote |
  391. +---------------------+---------------------------------+
  392. | ``\\`` | Backslash |
  393. +---------------------+---------------------------------+
  394. | ``\uXXXX`` | Unicode codepoint ``XXXX`` |
  395. | | (hexadecimal, case-insensitive) |
  396. +---------------------+---------------------------------+
  397. Also, using ``\`` followed by a newline inside a string will allow you to continue it in the next line, without
  398. inserting a newline character in the string itself.
  399. GDScript also supports :ref:`doc_gdscript_printf`.
  400. :ref:`StringName <class_StringName>`
  401. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  402. An immutable string that allows only one instance of each name. They are slower to
  403. create and may result in waiting for locks when multithreading. In exchange, they're
  404. very fast to compare, which makes them good candidates for dictionary keys.
  405. :ref:`NodePath <class_NodePath>`
  406. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  407. A pre-parsed path to a node or a node property. They are useful to interact with
  408. the tree to get a node, or affecting properties like with :ref:`Tweens <class_Tween>`.
  409. Vector built-in types
  410. ~~~~~~~~~~~~~~~~~~~~~
  411. :ref:`Vector2 <class_Vector2>`
  412. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  413. 2D vector type containing ``x`` and ``y`` fields. Can also be
  414. accessed as an array.
  415. :ref:`Vector2i <class_Vector2i>`
  416. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  417. Same as a Vector2 but the components are integers. Useful for representing
  418. items in a 2D grid.
  419. :ref:`Rect2 <class_Rect2>`
  420. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  421. 2D Rectangle type containing two vectors fields: ``position`` and ``size``.
  422. Also contains an ``end`` field which is ``position + size``.
  423. :ref:`Vector3 <class_Vector3>`
  424. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  425. 3D vector type containing ``x``, ``y`` and ``z`` fields. This can also
  426. be accessed as an array.
  427. :ref:`Vector3i <class_Vector3i>`
  428. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  429. Same as Vector3 but the components are integers. Can be use for indexing items
  430. in a 3D grid.
  431. :ref:`Transform2D <class_Transform2D>`
  432. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  433. 3×2 matrix used for 2D transforms.
  434. :ref:`Plane <class_Plane>`
  435. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  436. 3D Plane type in normalized form that contains a ``normal`` vector field
  437. and a ``d`` scalar distance.
  438. :ref:`Quat <class_Quat>`
  439. ^^^^^^^^^^^^^^^^^^^^^^^^
  440. Quaternion is a datatype used for representing a 3D rotation. It's
  441. useful for interpolating rotations.
  442. :ref:`AABB <class_AABB>`
  443. ^^^^^^^^^^^^^^^^^^^^^^^^
  444. Axis-aligned bounding box (or 3D box) contains 2 vectors fields: ``position``
  445. and ``size``. Also contains an ``end`` field which is
  446. ``position + size``.
  447. :ref:`Basis <class_Basis>`
  448. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  449. 3x3 matrix used for 3D rotation and scale. It contains 3 vector fields
  450. (``x``, ``y`` and ``z``) and can also be accessed as an array of 3D
  451. vectors.
  452. :ref:`Transform <class_Transform>`
  453. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  454. 3D Transform contains a Basis field ``basis`` and a Vector3 field
  455. ``origin``.
  456. Engine built-in types
  457. ~~~~~~~~~~~~~~~~~~~~~
  458. :ref:`Color <class_Color>`
  459. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  460. Color data type contains ``r``, ``g``, ``b``, and ``a`` fields. It can
  461. also be accessed as ``h``, ``s``, and ``v`` for hue/saturation/value.
  462. :ref:`NodePath <class_NodePath>`
  463. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  464. Compiled path to a node used mainly in the scene system. It can be
  465. easily assigned to, and from, a String.
  466. :ref:`RID <class_RID>`
  467. ^^^^^^^^^^^^^^^^^^^^^^
  468. Resource ID (RID). Servers use generic RIDs to reference opaque data.
  469. :ref:`Object <class_Object>`
  470. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  471. Base class for anything that is not a built-in type.
  472. Container built-in types
  473. ~~~~~~~~~~~~~~~~~~~~~~~~
  474. :ref:`Array <class_Array>`
  475. ^^^^^^^^^^^^^^^^^^^^^^^^^^
  476. Generic sequence of arbitrary object types, including other arrays or dictionaries (see below).
  477. The array can resize dynamically. Arrays are indexed starting from index ``0``.
  478. Negative indices count from the end.
  479. ::
  480. var arr = []
  481. arr = [1, 2, 3]
  482. var b = arr[1] # This is 2.
  483. var c = arr[arr.size() - 1] # This is 3.
  484. var d = arr[-1] # Same as the previous line, but shorter.
  485. arr[0] = "Hi!" # Replacing value 1 with "Hi!".
  486. arr.append(4) # Array is now ["Hi!", 2, 3, 4].
  487. GDScript arrays are allocated linearly in memory for speed.
  488. Large arrays (more than tens of thousands of elements) may however cause
  489. memory fragmentation. If this is a concern, special types of
  490. arrays are available. These only accept a single data type. They avoid memory
  491. fragmentation and use less memory, but are atomic and tend to run slower than generic
  492. arrays. They are therefore only recommended to use for large data sets:
  493. - :ref:`PackedByteArray <class_PackedByteArray>`: An array of bytes (integers from 0 to 255).
  494. - :ref:`PackedInt32Array <class_PackedInt32Array>`: An array of 32-bit integers.
  495. - :ref:`PackedInt64Array <class_PackedInt64Array>`: An array of 64-bit integers.
  496. - :ref:`PackedFloat32Array <class_PackedFloat32Array>`: An array of 32-bit floats.
  497. - :ref:`PackedFloat64Array <class_PackedFloat64Array>`: An array of 64-bit floats.
  498. - :ref:`PackedStringArray <class_PackedStringArray>`: An array of strings.
  499. - :ref:`PackedVector2Array <class_PackedVector2Array>`: An array of :ref:`Vector2 <class_Vector2>` objects.
  500. - :ref:`PackedVector3Array <class_PackedVector3Array>`: An array of :ref:`Vector3 <class_Vector3>` objects.
  501. - :ref:`PackedColorArray <class_PackedColorArray>`: An array of :ref:`Color <class_Color>` objects.
  502. :ref:`Dictionary <class_Dictionary>`
  503. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  504. Associative container which contains values referenced by unique keys.
  505. ::
  506. var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}
  507. d["Hi!"] = 0
  508. d = {
  509. 22: "value",
  510. "some_key": 2,
  511. "other_key": [2, 3, 4],
  512. "more_key": "Hello"
  513. }
  514. Lua-style table syntax is also supported. Lua-style uses ``=`` instead of ``:``
  515. and doesn't use quotes to mark string keys (making for slightly less to write).
  516. However, keys written in this form can't start with a digit (like any GDScript
  517. identifier).
  518. ::
  519. var d = {
  520. test22 = "value",
  521. some_key = 2,
  522. other_key = [2, 3, 4],
  523. more_key = "Hello"
  524. }
  525. To add a key to an existing dictionary, access it like an existing key and
  526. assign to it::
  527. var d = {} # Create an empty Dictionary.
  528. d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.
  529. d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.
  530. d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.
  531. var test = 4
  532. # Prints "hello" by indexing the dictionary with a dynamic key.
  533. # This is not the same as `d.test`. The bracket syntax equivalent to
  534. # `d.test` is `d["test"]`.
  535. print(d[test])
  536. .. note::
  537. The bracket syntax can be used to access properties of any
  538. :ref:`class_Object`, not just Dictionaries. Keep in mind it will cause a
  539. script error when attempting to index a non-existing property. To avoid
  540. this, use the :ref:`Object.get() <class_Object_method_get>` and
  541. :ref:`Object.set() <class_Object_method_set>` methods instead.
  542. :ref:`Signal <class_Signal>`
  543. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  544. A signal is a message that can be emitted by an object to those who want to
  545. listen to it. The Signal type can be used for passing the emitter around.
  546. Signals are better used by getting them from actual objects, e.g. ``$Button.button_up``.
  547. :ref:`Callable <class_Callable>`
  548. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  549. Contains an object and a function, which is useful for passing functions as
  550. values (e.g. when connecting to signals).
  551. Getting a method as a member returns a callable.``var x = $Sprite2D.rotate``
  552. will set the value of ``x`` to a callable with ``$Sprite2D`` as the object and
  553. ``rotate`` as the method.
  554. You can call it using the ``call`` method: ``x.call(PI)``.
  555. Data
  556. ----
  557. Variables
  558. ~~~~~~~~~
  559. Variables can exist as class members or local to functions. They are
  560. created with the ``var`` keyword and may, optionally, be assigned a
  561. value upon initialization.
  562. ::
  563. var a # Data type is 'null' by default.
  564. var b = 5
  565. var c = 3.8
  566. var d = b + c # Variables are always initialized in order.
  567. Variables can optionally have a type specification. When a type is specified,
  568. the variable will be forced to have always that same type, and trying to assign
  569. an incompatible value will raise an error.
  570. Types are specified in the variable declaration using a ``:`` (colon) symbol
  571. after the variable name, followed by the type.
  572. ::
  573. var my_vector2: Vector2
  574. var my_node: Node = Sprite2D.new()
  575. If the variable is initialized within the declaration, the type can be inferred, so
  576. it's possible to omit the type name::
  577. var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'.
  578. var my_node := Sprite2D.new() # 'my_node' is of type 'Sprite2D'.
  579. Type inference is only possible if the assigned value has a defined type, otherwise
  580. it will raise an error.
  581. Valid types are:
  582. - Built-in types (Array, Vector2, int, String, etc.).
  583. - Engine classes (Node, Resource, Reference, etc.).
  584. - Constant names if they contain a script resource (``MyScript`` if you declared ``const MyScript = preload("res://my_script.gd")``).
  585. - Other classes in the same script, respecting scope (``InnerClass.NestedClass`` if you declared ``class NestedClass`` inside the ``class InnerClass`` in the same scope).
  586. - Script classes declared with the ``class_name`` keyword.
  587. - Autoloads registered as singletons.
  588. Casting
  589. ^^^^^^^
  590. Values assigned to typed variables must have a compatible type. If it's needed to
  591. coerce a value to be of a certain type, in particular for object types, you can
  592. use the casting operator ``as``.
  593. Casting between object types results in the same object if the value is of the
  594. same type or a subtype of the cast type.
  595. ::
  596. var my_node2D: Node2D
  597. my_node2D = $Sprite2D as Node2D # Works since Sprite2D is a subtype of Node2D.
  598. If the value is not a subtype, the casting operation will result in a ``null`` value.
  599. ::
  600. var my_node2D: Node2D
  601. my_node2D = $Button as Node2D # Results in 'null' since a Button is not a subtype of Node2D.
  602. For built-in types, they will be forcibly converted if possible, otherwise the
  603. engine will raise an error.
  604. ::
  605. var my_int: int
  606. my_int = "123" as int # The string can be converted to int.
  607. my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error.
  608. Casting is also useful to have better type-safe variables when interacting with
  609. the scene tree::
  610. # Will infer the variable to be of type Sprite2D.
  611. var my_sprite := $Character as Sprite2D
  612. # Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.
  613. ($AnimPlayer as AnimationPlayer).play("walk")
  614. Constants
  615. ~~~~~~~~~
  616. Constants are values you cannot change when the game is running.
  617. Their value must be known at compile-time. Using the
  618. ``const`` keyword allows you to give a constant value a name. Trying to assign a
  619. value to a constant after it's declared will give you an error.
  620. We recommend using constants whenever a value is not meant to change.
  621. ::
  622. const A = 5
  623. const B = Vector2(20, 20)
  624. const C = 10 + 20 # Constant expression.
  625. const D = Vector2(20, 30).x # Constant expression: 20.
  626. const E = [1, 2, 3, 4][0] # Constant expression: 1.
  627. const F = sin(20) # 'sin()' can be used in constant expressions.
  628. const G = x + 20 # Invalid; this is not a constant expression!
  629. const H = A + 20 # Constant expression: 25 (`A` is a constant).
  630. Although the type of constants is inferred from the assigned value, it's also
  631. possible to add explicit type specification::
  632. const A: int = 5
  633. const B: Vector2 = Vector2()
  634. Assigning a value of an incompatible type will raise an error.
  635. You can also create constants inside a function, which is useful to name local
  636. magic values.
  637. .. note::
  638. Since objects, arrays and dictionaries are passed by reference, constants are "flat".
  639. This means that if you declare a constant array or dictionary, it can still
  640. be modified afterwards. They can't be reassigned with another value though.
  641. Enums
  642. ^^^^^
  643. Enums are basically a shorthand for constants, and are pretty useful if you
  644. want to assign consecutive integers to some constant.
  645. If you pass a name to the enum, it will put all the keys inside a constant
  646. dictionary of that name.
  647. .. important:: In Godot 3.1 and later, keys in a named enum are not registered
  648. as global constants. They should be accessed prefixed by the
  649. enum's name (``Name.KEY``); see an example below.
  650. ::
  651. enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  652. # Is the same as:
  653. const TILE_BRICK = 0
  654. const TILE_FLOOR = 1
  655. const TILE_SPIKE = 2
  656. const TILE_TELEPORT = 3
  657. enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}
  658. # Is the same as:
  659. const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}
  660. # Access values with State.STATE_IDLE, etc.
  661. Functions
  662. ~~~~~~~~~
  663. Functions always belong to a `class <Classes_>`_. The scope priority for
  664. variable look-up is: local → class member → global. The ``self`` variable is
  665. always available and is provided as an option for accessing class members, but
  666. is not always required (and should *not* be sent as the function's first
  667. argument, unlike Python).
  668. ::
  669. func my_function(a, b):
  670. print(a)
  671. print(b)
  672. return a + b # Return is optional; without it 'null' is returned.
  673. A function can ``return`` at any point. The default return value is ``null``.
  674. Functions can also have type specification for the arguments and for the return
  675. value. Types for arguments can be added in a similar way to variables::
  676. func my_function(a: int, b: String):
  677. pass
  678. If a function argument has a default value, it's possible to infer the type::
  679. func my_function(int_arg := 42, String_arg := "string"):
  680. pass
  681. The return type of the function can be specified after the arguments list using
  682. the arrow token (``->``)::
  683. func my_int_function() -> int:
  684. return 0
  685. Functions that have a return type **must** return a proper value. Setting the
  686. type as ``void`` means the function doesn't return anything. Void functions can
  687. return early with the ``return`` keyword, but they can't return any value.
  688. ::
  689. void_function() -> void:
  690. return # Can't return a value.
  691. .. note:: Non-void functions must **always** return a value, so if your code has
  692. branching statements (such as an ``if``/``else`` construct), all the
  693. possible paths must have a return. E.g., if you have a ``return``
  694. inside an ``if`` block but not after it, the editor will raise an
  695. error because if the block is not executed, the function won't have a
  696. valid value to return.
  697. Referencing functions
  698. ^^^^^^^^^^^^^^^^^^^^^
  699. Functions are first-class items in terms of the Callable object. Referencing a
  700. function by name without calling it will automatically generate the proper
  701. callable. This can be used to pass functions as arguments.
  702. ::
  703. func map(arr: Array, function: Callable) -> Array:
  704. var result = []
  705. for item in arr:
  706. result.push_back(function.call(item))
  707. return result
  708. func add1(value: int) -> int:
  709. return value + 1;
  710. func _ready() -> void:
  711. var my_array = [1, 2, 3]
  712. var plus_one = map(my_array, add1)
  713. print(plus_one) # Prints [2, 3, 4].
  714. .. note:: Callables **must** be called with the ``call`` method. You cannot use
  715. the ``()`` operator directly. This behavior is implemented to avoid
  716. performance issues on direct function calls.
  717. Static functions
  718. ^^^^^^^^^^^^^^^^
  719. A function can be declared static. When a function is static, it has no
  720. access to the instance member variables or ``self``. This is mainly
  721. useful to make libraries of helper functions::
  722. static func sum2(a, b):
  723. return a + b
  724. Statements and control flow
  725. ~~~~~~~~~~~~~~~~~~~~~~~~~~~
  726. Statements are standard and can be assignments, function calls, control
  727. flow structures, etc (see below). ``;`` as a statement separator is
  728. entirely optional.
  729. Expressions
  730. ^^^^^^^^^^^
  731. Expressions are sequences of operators and their operands in orderly fashion. An expression by itself can be a
  732. statement too, though only calls are reasonable to use as statements since other expressions don't have side effects.
  733. Expressions return values that can be assigned to valid targets. Operands to some operator can be another
  734. expression. An assignment is not an expression and thus does not return any value.
  735. Here are some examples of expressions::
  736. 2 + 2 # Binary operation.
  737. -5 # Unary operation.
  738. "okay" if x > 4 else "not okay" # Ternary operation.
  739. x # Identifier representing variable or constant.
  740. x.a # Attribute access.
  741. x[4] # Subscript access.
  742. x > 2 or x < 5 # Comparisons and logic operators.
  743. x == y + 2 # Equality test.
  744. do_something() # Function call.
  745. [1, 2, 3] # Array definition.
  746. {A = 1, B = 2} # Dictionary definition.
  747. preload("res://icon.png) # Preload builtin function.
  748. self # Reference to current instance.
  749. Identifiers, attributes, and subscripts are valid assignment targets. Other expressions cannot be on the left side of
  750. an assignment.
  751. if/else/elif
  752. ^^^^^^^^^^^^
  753. Simple conditions are created by using the ``if``/``else``/``elif`` syntax.
  754. Parenthesis around conditions are allowed, but not required. Given the
  755. nature of the tab-based indentation, ``elif`` can be used instead of
  756. ``else``/``if`` to maintain a level of indentation.
  757. ::
  758. if [expression]:
  759. statement(s)
  760. elif [expression]:
  761. statement(s)
  762. else:
  763. statement(s)
  764. Short statements can be written on the same line as the condition::
  765. if 1 + 1 == 2: return 2 + 2
  766. else:
  767. var x = 3 + 3
  768. return x
  769. Sometimes, you might want to assign a different initial value based on a
  770. boolean expression. In this case, ternary-if expressions come in handy::
  771. var x = [value] if [expression] else [value]
  772. y += 3 if y < 10 else -1
  773. while
  774. ^^^^^
  775. Simple loops are created by using ``while`` syntax. Loops can be broken
  776. using ``break`` or continued using ``continue``:
  777. ::
  778. while [expression]:
  779. statement(s)
  780. for
  781. ^^^
  782. To iterate through a range, such as an array or table, a *for* loop is
  783. used. When iterating over an array, the current array element is stored in
  784. the loop variable. When iterating over a dictionary, the *key* is stored
  785. in the loop variable.
  786. ::
  787. for x in [5, 7, 11]:
  788. statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.
  789. var dict = {"a": 0, "b": 1, "c": 2}
  790. for i in dict:
  791. print(dict[i]) # Prints 0, then 1, then 2.
  792. for i in range(3):
  793. statement # Similar to [0, 1, 2] but does not allocate an array.
  794. for i in range(1, 3):
  795. statement # Similar to [1, 2] but does not allocate an array.
  796. for i in range(2, 8, 2):
  797. statement # Similar to [2, 4, 6] but does not allocate an array.
  798. for c in "Hello":
  799. print(c) # Iterate through all characters in a String, print every letter on new line.
  800. for i in 3:
  801. statement # Similar to range(3).
  802. for i in 2.2:
  803. statement # Similar to range(ceil(2.2)).
  804. match
  805. ^^^^^
  806. A ``match`` statement is used to branch execution of a program.
  807. It's the equivalent of the ``switch`` statement found in many other languages, but offers some additional features.
  808. Basic syntax::
  809. match [expression]:
  810. [pattern](s):
  811. [block]
  812. [pattern](s):
  813. [block]
  814. [pattern](s):
  815. [block]
  816. **Crash-course for people who are familiar with switch statements**:
  817. 1. Replace ``switch`` with ``match``.
  818. 2. Remove ``case``.
  819. 3. Remove any ``break``\ s.
  820. 4. Change ``default`` to a single underscore.
  821. **Control flow**:
  822. The patterns are matched from top to bottom.
  823. If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement.
  824. You can use ``continue`` to stop execution in the current block and check for an additional match in the patterns below it.
  825. There are 6 pattern types:
  826. - Constant pattern
  827. Constant primitives, like numbers and strings::
  828. match x:
  829. 1:
  830. print("We are number one!")
  831. 2:
  832. print("Two are better than one!")
  833. "test":
  834. print("Oh snap! It's a string!")
  835. - Variable pattern
  836. Matches the contents of a variable/enum::
  837. match typeof(x):
  838. TYPE_REAL:
  839. print("float")
  840. TYPE_STRING:
  841. print("text")
  842. TYPE_ARRAY:
  843. print("array")
  844. - Wildcard pattern
  845. This pattern matches everything. It's written as a single underscore.
  846. It can be used as the equivalent of the ``default`` in a ``switch`` statement in other languages::
  847. match x:
  848. 1:
  849. print("It's one!")
  850. 2:
  851. print("It's one times two!")
  852. _:
  853. print("It's not 1 or 2. I don't care to be honest.")
  854. - Binding pattern
  855. A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name.
  856. It's especially useful in array and dictionary patterns::
  857. match x:
  858. 1:
  859. print("It's one!")
  860. 2:
  861. print("It's one times two!")
  862. var new_var:
  863. print("It's not 1 or 2, it's ", new_var)
  864. - Array pattern
  865. Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
  866. The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  867. **Open-ended array**: An array can be bigger than the pattern by making the last subpattern ``..``.
  868. Every subpattern has to be comma-separated.
  869. ::
  870. match x:
  871. []:
  872. print("Empty array")
  873. [1, 3, "test", null]:
  874. print("Very specific array")
  875. [var start, _, "test"]:
  876. print("First element is ", start, ", and the last is \"test\"")
  877. [42, ..]:
  878. print("Open ended array")
  879. - Dictionary pattern
  880. Works in the same way as the array pattern. Every key has to be a constant pattern.
  881. The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn't match.
  882. **Open-ended dictionary**: A dictionary can be bigger than the pattern by making the last subpattern ``..``.
  883. Every subpattern has to be comma separated.
  884. If you don't specify a value, then only the existence of the key is checked.
  885. A value pattern is separated from the key pattern with a ``:``.
  886. ::
  887. match x:
  888. {}:
  889. print("Empty dict")
  890. {"name": "Dennis"}:
  891. print("The name is Dennis")
  892. {"name": "Dennis", "age": var age}:
  893. print("Dennis is ", age, " years old.")
  894. {"name", "age"}:
  895. print("Has a name and an age, but it's not Dennis :(")
  896. {"key": "godotisawesome", ..}:
  897. print("I only checked for one entry and ignored the rest")
  898. - Multiple patterns
  899. You can also specify multiple patterns separated by a comma. These patterns aren't allowed to have any bindings in them.
  900. ::
  901. match x:
  902. 1, 2, 3:
  903. print("It's 1 - 3")
  904. "Sword", "Splash potion", "Fist":
  905. print("Yep, you've taken damage")
  906. Classes
  907. ~~~~~~~
  908. By default, all script files are unnamed classes. In this case, you can only
  909. reference them using the file's path, using either a relative or an absolute
  910. path. For example, if you name a script file ``character.gd``::
  911. # Inherit from 'Character.gd'.
  912. extends "res://path/to/character.gd"
  913. # Load character.gd and create a new node instance from it.
  914. var Character = load("res://path/to/character.gd")
  915. var character_node = Character.new()
  916. .. _doc_gdscript_basics_class_name:
  917. Registering named classes
  918. ~~~~~~~~~~~~~~~~~~~~~~~~~
  919. You can give your class a name to register it as a new type in Godot's
  920. editor. For that, you use the ``class_name`` keyword. You can optionally use
  921. the ``@icon`` annotation with a path to an image, to use it as an icon. Your
  922. class will then appear with its new icon in the editor::
  923. # Item.gd
  924. extends Node
  925. class_name Item
  926. @icon("res://interface/icons/item.png")
  927. .. image:: img/class_name_editor_register_example.png
  928. Here's a class file example:
  929. ::
  930. # Saved as a file named 'character.gd'.
  931. class_name Character
  932. var health = 5
  933. func print_health():
  934. print(health)
  935. func print_this_script_three_times():
  936. print(get_script())
  937. print(ResourceLoader.load("res://character.gd"))
  938. print(Character)
  939. If you want to use ``extends`` too, you can keep both on the same line::
  940. class_name MyNode extends Node
  941. .. note:: Godot's class syntax is compact: it can only contain member variables or
  942. functions. You can use static functions, but not static member variables. In the
  943. same way, the engine initializes variables every time you create an instance,
  944. and this includes arrays and dictionaries. This is in the spirit of thread
  945. safety, since scripts can be initialized in separate threads without the user
  946. knowing.
  947. Inheritance
  948. ^^^^^^^^^^^
  949. A class (stored as a file) can inherit from:
  950. - A global class.
  951. - Another class file.
  952. - An inner class inside another class file.
  953. Multiple inheritance is not allowed.
  954. Inheritance uses the ``extends`` keyword::
  955. # Inherit/extend a globally available class.
  956. extends SomeClass
  957. # Inherit/extend a named class file.
  958. extends "somefile.gd"
  959. # Inherit/extend an inner class in another file.
  960. extends "somefile.gd".SomeInnerClass
  961. To check if a given instance inherits from a given class,
  962. the ``is`` keyword can be used::
  963. # Cache the enemy class.
  964. const Enemy = preload("enemy.gd")
  965. # [...]
  966. # Use 'is' to check inheritance.
  967. if entity is Enemy:
  968. entity.apply_damage()
  969. To call a function in a *super class* (i.e. one ``extend``-ed in your current
  970. class), user the ``super`` keyword::
  971. super(args)
  972. This is especially useful because functions in extending classes replace
  973. functions with the same name in their super classes. If you still want to
  974. call them, you can use ``super``::
  975. func some_func(x):
  976. super(x) # Calls the same function on the super class.
  977. If you need to call a different function from the super class, you can specify
  978. the function name with the attribute operator::
  979. func overriding():
  980. return 0 # This overrides the method in the base class.
  981. func dont_override():
  982. return super.overriding() # This calls the method as defined in the base class.
  983. Class Constructor
  984. ^^^^^^^^^^^^^^^^^
  985. The class constructor, called on class instantiation, is named ``_init``. If you
  986. want to call the base class constructor, you can also use the ``super`` syntax.
  987. Note that every class has an implicit constructor that it's always called
  988. (defining the default values of class variables). ``super`` is used to call the
  989. explicit constructor::
  990. func _init(arg):
  991. super("some_default", arg) # Call the custom base constructor.
  992. This is better explained through examples. Consider this scenario::
  993. # State.gd (inherited class).
  994. var entity = null
  995. var message = null
  996. func _init(e=null):
  997. entity = e
  998. func enter(m):
  999. message = m
  1000. # Idle.gd (inheriting class).
  1001. extends "State.gd"
  1002. func _init(e=null, m=null):
  1003. super(e)
  1004. # Do something with 'e'.
  1005. message = m
  1006. There are a few things to keep in mind here:
  1007. 1. If the inherited class (``State.gd``) defines a ``_init`` constructor that takes
  1008. arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must*
  1009. define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``.
  1010. 2. ``Idle.gd`` can have a different number of arguments than the base class ``State.gd``.
  1011. 3. In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed
  1012. in to ``Idle.gd``.
  1013. 4. If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value
  1014. to the ``State.gd`` base class, even if it does nothing. This brings us to the fact that you
  1015. can pass expressions to the base constructor as well, not just variables. eg.::
  1016. # Idle.gd
  1017. func _init():
  1018. super(5)
  1019. Inner classes
  1020. ^^^^^^^^^^^^^
  1021. A class file can contain inner classes. Inner classes are defined using the
  1022. ``class`` keyword. They are instanced using the ``ClassName.new()``
  1023. function.
  1024. ::
  1025. # Inside a class file.
  1026. # An inner class in this class file.
  1027. class SomeInnerClass:
  1028. var a = 5
  1029. func print_value_of_a():
  1030. print(a)
  1031. # This is the constructor of the class file's main class.
  1032. func _init():
  1033. var c = SomeInnerClass.new()
  1034. c.print_value_of_a()
  1035. .. _doc_gdscript_classes_as_resources:
  1036. Classes as resources
  1037. ^^^^^^^^^^^^^^^^^^^^
  1038. Classes stored as files are treated as :ref:`resources <class_GDScript>`. They
  1039. must be loaded from disk to access them in other classes. This is done using
  1040. either the ``load`` or ``preload`` functions (see below). Instancing of a loaded
  1041. class resource is done by calling the ``new`` function on the class object::
  1042. # Load the class resource when calling load().
  1043. var my_class = load("myclass.gd")
  1044. # Preload the class only once at compile time.
  1045. const MyClass = preload("myclass.gd")
  1046. func _init():
  1047. var a = MyClass.new()
  1048. a.some_function()
  1049. Exports
  1050. ~~~~~~~
  1051. .. note::
  1052. Documentation about exports has been moved to :ref:`doc_gdscript_exports`.
  1053. .. _doc_gdscript_tool_mode:
  1054. Properties
  1055. ~~~~~~~~~~
  1056. Sometimes you want a class' member variable to do more than just hold data and actually perform
  1057. some validation or computation whenever its value change. It may also be desired to
  1058. encapsulate its access in some way.
  1059. For this, GDScript provides a special syntax to define properties using the ``set`` and ``get``
  1060. keywords after a variable declaration. Then you can define a code block that will be executed
  1061. when the variable is accessed or assigned.
  1062. Example::
  1063. var milliseconds: int = 0
  1064. var seconds: int:
  1065. get:
  1066. return milliseconds / 1000
  1067. set(value):
  1068. milliseconds = value * 1000
  1069. Using the variable name inside its own setter or getter will directly access the underlying member, so it
  1070. won't generate infinite recursion and saves you from explicitly declaring another variable::
  1071. signal changed(new_value)
  1072. var warns_when_changed = "some value":
  1073. get:
  1074. return warns_when_changed
  1075. set(value):
  1076. changed.emit(value)
  1077. warns_when_changed = value
  1078. This backing member variable is not created if you don't use it.
  1079. .. note::
  1080. Unlike ``setget`` in previous Godot versions, the properties setter and getter are **always** called,
  1081. even when accessed inside the same class (with or without prefixing with ``self.``). This makes the behavior
  1082. consistent. If you need direct access to the value, use another variable for direct access and make the property
  1083. code use that name.
  1084. In case you want to split the code from the variable declaration or you need to share the code across multiple properties,
  1085. you can use a different notation to use existing class functions::
  1086. var my_prop:
  1087. get = get_my_prop, set = set_my_prop
  1088. This can also be done in the same line.
  1089. Tool mode
  1090. ~~~~~~~~~
  1091. By default, scripts don't run inside the editor and only the exported
  1092. properties can be changed. In some cases, it is desired that they do run
  1093. inside the editor (as long as they don't execute game code or manually
  1094. avoid doing so). For this, the ``@tool`` annotation exists and must be
  1095. placed at the top of the file::
  1096. @tool
  1097. extends Button
  1098. func _ready():
  1099. print("Hello")
  1100. See :ref:`doc_running_code_in_the_editor` for more information.
  1101. .. warning:: Be cautious when freeing nodes with ``queue_free()`` or ``free()``
  1102. in a tool script (especially the script's owner itself). As tool
  1103. scripts run their code in the editor, misusing them may lead to
  1104. crashing the editor.
  1105. .. _doc_gdscript_basics_memory_management:
  1106. Memory management
  1107. ~~~~~~~~~~~~~~~~~
  1108. If a class inherits from :ref:`class_Reference`, then instances will be
  1109. freed when no longer in use. No garbage collector exists, just
  1110. reference counting. By default, all classes that don't define
  1111. inheritance extend **Reference**. If this is not desired, then a class
  1112. must inherit :ref:`class_Object` manually and must call ``instance.free()``. To
  1113. avoid reference cycles that can't be freed, a :ref:`class_WeakRef` function is
  1114. provided for creating weak references. Here is an example:
  1115. ::
  1116. extends Node
  1117. var my_node_ref
  1118. func _ready():
  1119. my_node_ref = weakref(get_node("MyNode"))
  1120. func _this_is_called_later():
  1121. var my_node = my_node_ref.get_ref()
  1122. if my_node:
  1123. my_node.do_something()
  1124. Alternatively, when not using references, the
  1125. ``is_instance_valid(instance)`` can be used to check if an object has been
  1126. freed.
  1127. .. _doc_gdscript_signals:
  1128. Signals
  1129. ~~~~~~~
  1130. Signals are a tool to emit messages from an object that other objects can react
  1131. to. To create custom signals for a class, use the ``signal`` keyword.
  1132. ::
  1133. extends Node
  1134. # A signal named health_depleted.
  1135. signal health_depleted
  1136. .. note::
  1137. Signals are a `Callback
  1138. <https://en.wikipedia.org/wiki/Callback_(computer_programming)>`_
  1139. mechanism. They also fill the role of Observers, a common programming
  1140. pattern. For more information, read the `Observer tutorial
  1141. <https://gameprogrammingpatterns.com/observer.html>`_ in the
  1142. Game Programming Patterns ebook.
  1143. You can connect these signals to methods the same way you connect built-in
  1144. signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`.
  1145. In the example below, we connect the ``health_depleted`` signal from a
  1146. ``Character`` node to a ``Game`` node. When the ``Character`` node emits the
  1147. signal, the game node's ``_on_Character_health_depleted`` is called::
  1148. # Game.gd
  1149. func _ready():
  1150. var character_node = get_node('Character')
  1151. character_node.health_depleted.connect(_on_Character_health_depleted)
  1152. func _on_Character_health_depleted():
  1153. get_tree().reload_current_scene()
  1154. You can emit as many arguments as you want along with a signal.
  1155. Here is an example where this is useful. Let's say we want a life bar on screen
  1156. to react to health changes with an animation, but we want to keep the user
  1157. interface separate from the player in our scene tree.
  1158. In our ``Character.gd`` script, we define a ``health_changed`` signal and emit
  1159. it with :ref:`Signal.emit() <class_Signal_method_emit>`, and from
  1160. a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using
  1161. the :ref:`Signal.connect() <class_Signal_method_connect>` method::
  1162. # Character.gd
  1163. ...
  1164. signal health_changed
  1165. func take_damage(amount):
  1166. var old_health = health
  1167. health -= amount
  1168. # We emit the health_changed signal every time the
  1169. # character takes damage.
  1170. health_changed.emit(old_health, health)
  1171. ...
  1172. ::
  1173. # Lifebar.gd
  1174. # Here, we define a function to use as a callback when the
  1175. # character's health_changed signal is emitted.
  1176. ...
  1177. func _on_Character_health_changed(old_value, new_value):
  1178. if old_value > new_value:
  1179. progress_bar.modulate = Color.red
  1180. else:
  1181. progress_bar.modulate = Color.green
  1182. # Imagine that `animate` is a user-defined function that animates the
  1183. # bar filling up or emptying itself.
  1184. progress_bar.animate(old_value, new_value)
  1185. ...
  1186. In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then
  1187. connect the character, that emits the signal, to the receiver, the ``Lifebar``
  1188. node in this case.
  1189. ::
  1190. # Game.gd
  1191. func _ready():
  1192. var character_node = get_node('Character')
  1193. var lifebar_node = get_node('UserInterface/Lifebar')
  1194. character_node.health_changed.connect(lifebar_node._on_Character_health_changed)
  1195. This allows the ``Lifebar`` to react to health changes without coupling it to
  1196. the ``Character`` node.
  1197. You can write optional argument names in parentheses after the signal's
  1198. definition::
  1199. # Defining a signal that forwards two arguments.
  1200. signal health_changed(old_value, new_value)
  1201. These arguments show up in the editor's node dock, and Godot can use them to
  1202. generate callback functions for you. However, you can still emit any number of
  1203. arguments when you emit signals; it's up to you to emit the correct values.
  1204. .. image:: img/gdscript_basics_signals_node_tab_1.png
  1205. GDScript can bind an array of values to connections between a signal
  1206. and a method. When the signal is emitted, the callback method receives
  1207. the bound values. These bound arguments are unique to each connection,
  1208. and the values will stay the same.
  1209. You can use this array of values to add extra constant information to the
  1210. connection if the emitted signal itself doesn't give you access to all the data
  1211. that you need.
  1212. Building on the example above, let's say we want to display a log of the damage
  1213. taken by each character on the screen, like ``Player1 took 22 damage.``. The
  1214. ``health_changed`` signal doesn't give us the name of the character that took
  1215. damage. So when we connect the signal to the in-game console, we can add the
  1216. character's name in the binds array argument::
  1217. # Game.gd
  1218. func _ready():
  1219. var character_node = get_node('Character')
  1220. var battle_log_node = get_node('UserInterface/BattleLog')
  1221. character_node.health_changed.connect(battle_log_node._on_Character_health_changed, [character_node.name])
  1222. Our ``BattleLog`` node receives each element in the binds array as an extra argument::
  1223. # BattleLog.gd
  1224. func _on_Character_health_changed(old_value, new_value, character_name):
  1225. if not new_value <= old_value:
  1226. return
  1227. var damage = old_value - new_value
  1228. label.text += character_name + " took " + str(damage) + " damage."
  1229. Awaiting for signals
  1230. ~~~~~~~~~~~~~~~~~~~~
  1231. The ``await`` keyword can be used to create `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_
  1232. which waits until a signal is emitted before continuing execution. Using the ``await`` keyword with a signal or a
  1233. call to a function that is also a coroutine will immediately return the control to the caller. When the signal is
  1234. emitted (or the called coroutine finishes), it will resume execution from the point on where it stopped.
  1235. For example, to stop execution until the user presses a button, you can do something like this::
  1236. func wait_confirmation():
  1237. print("Prompting user")
  1238. await $Button.button_up # Waits for the button_up signal from Button node.
  1239. print("User confirmed")
  1240. return true
  1241. In this case, the ``wait_confirmation`` becomes a coroutine, which means that the caller also needs to await for it::
  1242. func request_confirmation():
  1243. print("Will ask the user")
  1244. var confirmed = await wait_confirmation()
  1245. if confirmed:
  1246. print("User confirmed")
  1247. else:
  1248. print("User cancelled")
  1249. Note that requesting a coroutine's return value without ``await`` will trigger an error::
  1250. func wrong():
  1251. var confirmed = wait_confirmation() # Will give an error.
  1252. However, if you don't depend on the result, you can just call it asynchronously, which won't stop execution and won't
  1253. make the current function a coroutine::
  1254. func okay():
  1255. wait_confirmation()
  1256. print("This will be printed immediately, before the user press the button.")
  1257. If you use await with an expression that isn't a signal nor a coroutine, the value will be returned immediately and the
  1258. function won't give the control back to the caller::
  1259. func no_wait():
  1260. var x = await get_five()
  1261. print("This doesn't make this function a coroutine.")
  1262. func get_five():
  1263. return 5
  1264. This also means that returning a signal from a function that isn't a coroutine will make the caller await on that signal::
  1265. func get_signal():
  1266. return $Button.button_up
  1267. func wait_button():
  1268. await get_signal()
  1269. print("Button was pressed")
  1270. .. note:: Unlike ``yield`` in previous Godot versions, you cannot obtain the function state object. This in spirit of
  1271. type-safety, because a function cannot say that returns an ``int`` but actually give a function state object
  1272. during runtime.
  1273. .. _doc_gdscript_onready_annotation:
  1274. `@onready` annotation
  1275. ~~~~~~~~~~~~~~~~~~~~~
  1276. When using nodes, it's common to desire to keep references to parts
  1277. of the scene in a variable. As scenes are only warranted to be
  1278. configured when entering the active scene tree, the sub-nodes can only
  1279. be obtained when a call to ``Node._ready()`` is made.
  1280. ::
  1281. var my_label
  1282. func _ready():
  1283. my_label = get_node("MyLabel")
  1284. This can get a little cumbersome, especially when nodes and external
  1285. references pile up. For this, GDScript has the ``@onready`` annotation, that
  1286. defers initialization of a member variable until ``_ready()`` is called. It
  1287. can replace the above code with a single line::
  1288. @onready var my_label = get_node("MyLabel")
  1289. Assert keyword
  1290. ~~~~~~~~~~~~~~
  1291. The ``assert`` keyword can be used to check conditions in debug builds. These
  1292. assertions are ignored in non-debug builds. This means that the expression
  1293. passed as argument won't be evaluated in a project exported in release mode.
  1294. Due to this, assertions must **not** contain expressions that have
  1295. side effects. Otherwise, the behavior of the script would vary
  1296. depending on whether the project is run in a debug build.
  1297. ::
  1298. # Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.
  1299. assert(i == 0)
  1300. When running a project from the editor, the project will be paused if an
  1301. assertion error occurs.
  1302. You can optionally pass a custom error message to be shown if the assertion
  1303. fails::
  1304. assert(enemy_power < 256, "Enemy is too powerful!")