GDScript basics
Introduction
GDScript is a high-level, dynamically typed programming language used to create content. It uses a syntax similar to Python (blocks are indent-based and many keywords are similar). Its goal is to be optimized for and tightly integrated with Godot Engine, allowing great flexibility for content creation and integration.
History
Note Frequently Asked Questions.
Example of GDScript
Some people can learn better by taking a look at the syntax, so here’s a simple example of how GDScript looks.
# A file is a class!# Inheritanceextends BaseClass# (optional) class definition with a custom iconclass_name MyClass, "res://path/to/optional/icon.svg"# Member variablesvar a = 5var s = "Hello"var arr = [1, 2, 3]var dict = {"key": "value", 2: 3}var typed_var: intvar inferred_type := "String"# Constantsconst ANSWER = 42const THE_NAME = "Charly"# Enumsenum {UNIT_NEUTRAL, UNIT_ENEMY, UNIT_ALLY}enum Named {THING_1, THING_2, ANOTHER_THING = -1}# Built-in vector typesvar v2 = Vector2(1, 2)var v3 = Vector3(1, 2, 3)# Functionfunc some_function(param1, param2): var local_var = 5 if param1 < local_var: print(param1) elif param2 > 5: print(param2) else: print("Fail!") for i in range(20): print(i) while param2 != 0: param2 -= 1 var local_var2 = param1 + 3 return local_var2# Functions override functions with the same name on the base/parent class.# If you still want to call them, use '.' (like 'super' in other languages).func something(p1, p2): .something(p1, p2)# Inner classclass Something: var a = 10# Constructorfunc _init(): print("Constructed!") var lv = Something.new() print(lv.a)
GDScript: An introduction to dynamic languages.
Language
In the following, an overview is given to GDScript. Details, such as which methods are available to arrays or other objects, should be looked up in the linked class descriptions.
Identifiers
a to z and A to Z), digits (0 to 9) and _ qualifies as an identifier. Additionally, identifiers must not begin with a digit. Identifiers are case-sensitive (foo is different from FOO).
Keywords
in, not, and or or) and names of built-in types as listed in the following sections are also reserved.
GDScript tokenizer in case you want to take a look under the hood.
Operators
The following is the list of supported operators and their precedence.
Literals
_ to make them more readable. The following ways to write numbers are all valid:
12_345_678 # Equal to 12345678.3.141_592_7 # Equal to 3.1415927.0x8080_0000_ffff # Equal to 0x80800000ffff.0b11_00_11_00 # Equal to 0b11001100.
Comments
# to the end of the line is ignored and is considered a comment.
# This is a comment.
Built-in types
Arrays and Dictionaries, which are passed by reference so they are shared. (Pooled arrays such as PoolByteArray are still passed as values.)
Basic built-in types
A variable in GDScript can be assigned to several built-in types.
null
null is an empty data type that contains no information and can not be assigned any other value.
bool
true or false.
int
Short for “integer”, it stores whole numbers (positive and negative). It is stored as a 64-bit value, equivalent to “int64_t” in C++.
float
Stores real numbers, including decimals, using floating-point values. It is stored as a 64-bit value, equivalent to “double” in C++. Note: Currently, data structures such as Vector2, Vector3, and PoolRealArray store 32-bit single-precision “float” values.
String
Unicode format. Strings can contain the following escape sequences: GDScript format strings.
Vector built-in types
Vector2
x and y fields. Can also be accessed as an array.
Rect2
position and size. Also contains an end field which is position + size.
Vector3
x, y and z fields. This can also be accessed as an array.
Transform2D
3×2 matrix used for 2D transforms.
Plane
normal vector field and a d scalar distance.
Quat
Quaternion is a datatype used for representing a 3D rotation. It’s useful for interpolating rotations.
AABB
position and size. Also contains an end field which is position + size.
Basis
x, y and z) and can also be accessed as an array of 3D vectors.
Transform
basis and a Vector3 field origin.
Engine built-in types
Color
r, g, b, and a fields. It can also be accessed as h, s, and v for hue/saturation/value.
NodePath
Compiled path to a node used mainly in the scene system. It can be easily assigned to, and from, a String.
RID
Resource ID (RID). Servers use generic RIDs to reference opaque data.
Object
Base class for anything that is not a built-in type.
Container built-in types
Array
0. Negative indices count from the end.
var arr = []arr = [1, 2, 3]var b = arr[1] # This is 2.var c = arr[arr.size() - 1] # This is 3.var d = arr[-1] # Same as the previous line, but shorter.arr[0] = "Hi!" # Replacing value 1 with "Hi!".arr.append(4) # Array is now ["Hi!", 2, 3, 4].
GDScript arrays are allocated linearly in memory for speed. Large arrays (more than tens of thousands of elements) may however cause memory fragmentation. If this is a concern, special types of arrays are available. These only accept a single data type. They avoid memory fragmentation and use less memory, but are atomic and tend to run slower than generic arrays. They are therefore only recommended to use for large data sets:
- PoolByteArray: An array of bytes (integers from 0 to 255).
- PoolIntArray: An array of integers.
- PoolRealArray: An array of floats.
- PoolStringArray: An array of strings.
- PoolVector2Array: An array of Vector2 objects.
- PoolVector3Array: An array of Vector3 objects.
- PoolColorArray: An array of Color objects.
Dictionary
Associative container which contains values referenced by unique keys.var d = {4: 5, "A key": "A value", 28: [1, 2, 3]}d["Hi!"] = 0d = { 22: "value", "some_key": 2, "other_key": [2, 3, 4], "more_key": "Hello"}
=instead of:and doesn’t use quotes to mark string keys (making for slightly less to write). However, keys written in this form can’t start with a digit (like any GDScript identifier).
To add a key to an existing dictionary, access it like an existing key and assign to it:var d = { test22 = "value", some_key = 2, other_key = [2, 3, 4], more_key = "Hello"}
Note Object, not just Dictionaries. Keep in mind it will cause a script error when attempting to index a non-existing property. To avoid this, use the Object.get() and Object.set() methods instead.var d = {} # Create an empty Dictionary.d.waiting = 14 # Add String "waiting" as a key and assign the value 14 to it.d[4] = "hello" # Add integer 4 as a key and assign the String "hello" as its value.d["Godot"] = 3.01 # Add String "Godot" as a key and assign the value 3.01 to it.var test = 4# Prints "hello" by indexing the dictionary with a dynamic key.# This is not the same as `d.test`. The bracket syntax equivalent to# `d.test` is `d["test"]`.print(d[test])
Data
Variables
varkeyword and may, optionally, be assigned a value upon initialization.
Variables can optionally have a type specification. When a type is specified, the variable will be forced to have always that same type, and trying to assign an incompatible value will raise an error.var a # Data type is 'null' by default.var b = 5var c = 3.8var d = b + c # Variables are always initialized in order.
:(colon) symbol after the variable name, followed by the type.
If the variable is initialized within the declaration, the type can be inferred, so it’s possible to omit the type name:var my_vector2: Vector2var my_node: Node = Sprite.new()
Type inference is only possible if the assigned value has a defined type, otherwise it will raise an error. Valid types are:var my_vector2 := Vector2() # 'my_vector2' is of type 'Vector2'.var my_node := Sprite.new() # 'my_node' is of type 'Sprite'.
- Built-in types (Array, Vector2, int, String, etc.).
- Engine classes (Node, Resource, Reference, etc.).
MyScriptif you declaredconst MyScript = preload("res://my_script.gd")).InnerClass.NestedClassif you declaredclass NestedClassinside theclass InnerClassin the same scope).class_namekeyword.Casting
as. Casting between object types results in the same object if the value is of the same type or a subtype of the cast type.var my_node2D: Node2Dmy_node2D = $Sprite as Node2D # Works since Sprite is a subtype of Node2D.
nullvalue.
For built-in types, they will be forcibly converted if possible, otherwise the engine will raise an error.var my_node2D: Node2Dmy_node2D = $Button as Node2D # Results in 'null' since a Button is not a subtype of Node2D.
Casting is also useful to have better type-safe variables when interacting with the scene tree:var my_int: intmy_int = "123" as int # The string can be converted to int.my_int = Vector2() as int # A Vector2 can't be converted to int, this will cause an error.
# Will infer the variable to be of type Sprite.var my_sprite := $Character as Sprite# Will fail if $AnimPlayer is not an AnimationPlayer, even if it has the method 'play()'.($AnimPlayer as AnimationPlayer).play("walk")
Constants
constkeyword allows you to give a constant value a name. Trying to assign a value to a constant after it’s declared will give you an error. We recommend using constants whenever a value is not meant to change.
Although the type of constants is inferred from the assigned value, it’s also possible to add explicit type specification:const A = 5const B = Vector2(20, 20)const C = 10 + 20 # Constant expression.const D = Vector2(20, 30).x # Constant expression: 20.const E = [1, 2, 3, 4][0] # Constant expression: 1.const F = sin(20) # 'sin()' can be used in constant expressions.const G = x + 20 # Invalid; this is not a constant expression!const H = A + 20 # Constant expression: 25 (`A` is a constant).
Assigning a value of an incompatible type will raise an error. Note Since arrays and dictionaries are passed by reference, constants are “flat”. This means that if you declare a constant array or dictionary, it can still be modified afterwards. They can’t be reassigned with another value though.const A: int = 5const B: Vector2 = Vector2()
Enums
Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant. If you pass a name to the enum, it will put all the keys inside a constant dictionary of that name. ImportantName.KEY); see an example below.enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}# Is the same as:const TILE_BRICK = 0const TILE_FLOOR = 1const TILE_SPIKE = 2const TILE_TELEPORT = 3enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}# Is the same as:const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}# Access values with State.STATE_IDLE, etc.
Functions
class. The scope priority for variable look-up is: local → class member → global. Theselfvariable is always available and is provided as an option for accessing class members, but is not always required (and should not be sent as the function’s first argument, unlike Python).func my_function(a, b): print(a) print(b) return a + b # Return is optional; without it 'null' is returned.
returnat any point. The default return value isnull. Functions can also have type specification for the arguments and for the return value. Types for arguments can be added in a similar way to variables:
If a function argument has a default value, it’s possible to infer the type:func my_function(a: int, b: String): pass
func my_function(int_arg := 42, String_arg := "string"): pass
->):
must return a proper value. Setting the type asfunc my_int_function() -> int: return 0
voidmeans the function doesn’t return anything. Void functions can return early with thereturnkeyword, but they can’t return any value.
Note always return a value, so if your code has branching statements (such as anfunc void_function() -> void: return # Can't return a value
if/elseconstruct), all the possible paths must have a return. E.g., if you have areturninside anifblock but not after it, the editor will raise an error because if the block is not executed, the function won’t have a valid value to return.Referencing functions
not first-class objects in GDScript. This means they cannot be stored in variables, passed as an argument to another function or be returned from other functions. This is for performance reasons.callorfuncrefhelpers:# Call a function by name in one step.my_node.call("my_function", args)# Store a function reference.var my_func = funcref(my_node, "my_function")# Call stored function reference.my_func.call_func(args)
Static functions
self. This is mainly useful to make libraries of helper functions:static func sum2(a, b): return a + b
Statements and control flow
;as a statement separator is entirely optional.if/else/elif
if/else/elifsyntax. Parenthesis around conditions are allowed, but not required. Given the nature of the tab-based indentation,elifcan be used instead ofelse/ifto maintain a level of indentation.
Short statements can be written on the same line as the condition:if [expression]: statement(s)elif [expression]: statement(s)else: statement(s)
Sometimes, you might want to assign a different initial value based on a boolean expression. In this case, ternary-if expressions come in handy:if 1 + 1 == 2: return 2 + 2else: var x = 3 + 3 return x
Ternary-if expressions can be nested to handle more than 2 cases. When nesting ternary-if expressions, it is recommended to wrap the complete expression over multiple lines to preserve readability:var x = [value] if [expression] else [value]y += 3 if y < 10 else -1
var count = 0var fruit = ( "apple" if count == 2 else "pear" if count == 1 else "banana" if count == 0 else "orange")print(fruit) # banana# Alternative syntax with backslashes instead of parentheses (for multi-line expressions).# Less lines required, but harder to refactor.var fruit_alt = \ "apple" if count == 2 \ else "pear" if count == 1 \ else "banana" if count == 0 \ else "orange"print(fruit_alt) # banana
while
whilesyntax. Loops can be broken usingbreakor continued usingcontinue:while [expression]: statement(s)
for
for loop is used. When iterating over an array, the current array element is stored in the loop variable. When iterating over a dictionary, the key is stored in the loop variable.for x in [5, 7, 11]: statement # Loop iterates 3 times with 'x' as 5, then 7 and finally 11.var dict = {"a": 0, "b": 1, "c": 2}for i in dict: print(dict[i]) # Prints 0, then 1, then 2.for i in range(3): statement # Similar to [0, 1, 2] but does not allocate an array.for i in range(1, 3): statement # Similar to [1, 2] but does not allocate an array.for i in range(2, 8, 2): statement # Similar to [2, 4, 6] but does not allocate an array.for c in "Hello": print(c) # Iterate through all characters in a String, print every letter on new line.for i in 3: statement # Similar to range(3)for i in 2.2: statement # Similar to range(ceil(2.2))
match
matchstatement is used to branch execution of a program. It’s the equivalent of theswitchstatement found in many other languages, but offers some additional features. Basic syntax:
Crash-course for people who are familiar with switch statements:match [expression]: [pattern](s): [block] [pattern](s): [block] [pattern](s): [block]
switchwithmatch.case.breaks. If you don’t want tobreakby default, you can usecontinuefor a fallthrough.defaultto a single underscore. Control flow:matchstatement. You can usecontinueto stop execution in the current block and check for an additional match in the patterns below it. There are 6 pattern types:
- Constant pattern Constant primitives, like numbers and strings:
match x: 1: print("We are number one!") 2: print("Two are better than one!") "test": print("Oh snap! It's a string!")
- Variable pattern Matches the contents of a variable/enum:
match typeof(x): TYPE_REAL: print("float") TYPE_STRING: print("text") TYPE_ARRAY: print("array")
- Wildcard pattern
This pattern matches everything. It’s written as a single underscore.
defaultin aswitchstatement in other languages:
match x: 1: print("It's one!") 2: print("It's one times two!") _: print("It's not 1 or 2. I don't care to be honest.")
- Binding pattern A binding pattern introduces a new variable. Like the wildcard pattern, it matches everything - and also gives that value a name. It’s especially useful in array and dictionary patterns:
match x: 1: print("It's one!") 2: print("It's one times two!") var new_var: print("It's not 1 or 2, it's ", new_var)
- Array pattern
Matches an array. Every single element of the array pattern is a pattern itself, so you can nest them.
The length of the array is tested first, it has to be the same size as the pattern, otherwise the pattern doesn’t match.
Open-ended array: An array can be bigger than the pattern by making the last subpattern
... Every subpattern has to be comma-separated.
match x: []: print("Empty array") [1, 3, "test", null]: print("Very specific array") [var start, _, "test"]: print("First element is ", start, ", and the last is \"test\"") [42, ..]: print("Open ended array")
- Dictionary pattern
Works in the same way as the array pattern. Every key has to be a constant pattern.
The size of the dictionary is tested first, it has to be the same size as the pattern, otherwise the pattern doesn’t match.
Open-ended dictionary: A dictionary can be bigger than the pattern by making the last subpattern
... Every subpattern has to be comma separated. If you don’t specify a value, then only the existence of the key is checked.:.
match x: {}: print("Empty dict") {"name": "Dennis"}: print("The name is Dennis") {"name": "Dennis", "age": var age}: print("Dennis is ", age, " years old.") {"name", "age"}: print("Has a name and an age, but it's not Dennis :(") {"key": "godotisawesome", ..}: print("I only checked for one entry and ignored the rest")
- Multiple patterns You can also specify multiple patterns separated by a comma. These patterns aren’t allowed to have any bindings in them.
match x: 1, 2, 3: print("It's 1 - 3") "Sword", "Splash potion", "Fist": print("Yep, you've taken damage")
Classes
character.gd:
# Inherit from 'Character.gd'.extends "res://path/to/character.gd"# Load character.gd and create a new node instance from it.var Character = load("res://path/to/character.gd")var character_node = Character.new()
Registering named classes
class_name keyword. You can optionally add a comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor:
# Item.gdextends Nodeclass_name Item, "res://interface/icons/item.png"
Warning
res://addons/ directory, class_name will only cause the node to show up in the Create New Node dialog if the script is part of an enabled editor plugin. See Making plugins for more information.
Here’s a class file example:
# Saved as a file named 'character.gd'.class_name Charactervar health = 5func print_health(): print(health)func print_this_script_three_times(): print(get_script()) print(ResourceLoader.load("res://character.gd")) print(Character)
Note Godot’s class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing.
Inheritance
A class (stored as a file) can inherit from:
- A global class.
- Another class file.
- An inner class inside another class file.
Multiple inheritance is not allowed.
extendskeyword:# Inherit/extend a globally available class.extends SomeClass# Inherit/extend a named class file.extends "somefile.gd"# Inherit/extend an inner class in another file.extends "somefile.gd".SomeInnerClass
iskeyword can be used:
parent class (i.e. one# Cache the enemy class.const Enemy = preload("enemy.gd")# [...]# Use 'is' to check inheritance.if entity is Enemy: entity.apply_damage()
extend-ed in your current class), prepend.to the function name:.base_func(args)
.(like thesuperkeyword in other languages):
Notefunc some_func(x): .some_func(x) # Calls the same function on the parent class.
_init, and most notifications such as_enter_tree,_exit_tree,_process,_physics_process, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them.Class constructor
_init. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call._init()explicitly..some_func, if the constructor from the inherited class takes arguments, they are passed like this:
This is better explained through examples. Consider this scenario:func _init(args).(parent_args): pass
There are a few things to keep in mind here:# State.gd (inherited class)var entity = nullvar message = nullfunc _init(e=null): entity = efunc enter(m): message = m# Idle.gd (inheriting class)extends "State.gd"func _init(e=null, m=null).(e): # Do something with 'e'. message = m
State.gd) defines a_initconstructor that takes arguments (ein this case), then the inheriting class (Idle.gd) must define_initas well and pass appropriate parameters to_initfromState.gd.Idle.gdcan have a different number of arguments than the parent classState.gd.epassed to theState.gdconstructor is the sameepassed in toIdle.gd.Idle.gd‘s_initconstructor takes 0 arguments, it still needs to pass some value to theState.gdparent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables, e.g.:
# Idle.gdfunc _init().(5): pass
Inner classes
class keyword. They are instanced using the ClassName.new() function.
# Inside a class file.# An inner class in this class file.class SomeInnerClass: var a = 5 func print_value_of_a(): print(a)# This is the constructor of the class file's main class.func _init(): var c = SomeInnerClass.new() c.print_value_of_a()
Classes as resources
resources. They must be loaded from disk to access them in other classes. This is done using either the load or preload functions (see below). Instancing of a loaded class resource is done by calling the new function on the class object:
# Load the class resource when calling load().var MyClass = load("myclass.gd")# Preload the class only once at compile time.const MyClass = preload("myclass.gd")func _init(): var a = MyClass.new() a.some_function()
Exports
Note GDScript exports.
Setters/getters
It is often useful to know when a class’ member variable changes for whatever reason. It may also be desired to encapsulate its access in some way.
setter/getter syntax using the setget keyword. It is used directly after a variable definition:
var variable = value setget setterfunc, getterfunc
variable is modified by an external source (i.e. not from local usage in the class), the setter function (setterfunc above) will be called. This happens before the value is changed. The setter must decide what to do with the new value. Vice versa, when variable is accessed, the getter function (getterfunc above) must return the desired value. Below is an example:
var my_var setget my_var_set, my_var_getfunc my_var_set(new_value): my_var = new_valuefunc my_var_get(): return my_var # Getter must return a value.
setter or getter functions can be omitted:
# Only a setter.var my_var = 5 setget my_var_set# Only a getter (note the comma).var my_var = 5 setget ,my_var_get
exporting variables to the editor in tool scripts or plugins, for validating input. local access will not trigger the setter and getter. Here is an illustration of this:
func _init(): # Does not trigger setter/getter. my_integer = 5 print(my_integer) # Does trigger setter/getter. self.my_integer = 5 print(self.my_integer)
Tool mode
tool keyword exists and must be placed at the top of the file:
toolextends Buttonfunc _ready(): print("Hello")
Running code in the editor for more information.
Warning
queue_free() or free() in a tool script (especially the script’s owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor.
Memory management
Reference, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don’t define inheritance extend Reference. If this is not desired, then a class must inherit Object manually and must call instance.free(). To avoid reference cycles that can’t be freed, a WeakRef function is provided for creating weak references. Here is an example:
extends Nodevar my_node_reffunc _ready(): my_node_ref = weakref(get_node("MyNode"))func _this_is_called_later(): var my_node = my_node_ref.get_ref() if my_node: my_node.do_something()
is_instance_valid(instance) can be used to check if an object has been freed.
Signals
signal keyword.
extends Node# A signal named health_depleted.signal health_depleted
Note
Callback) mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the Observer tutorial in the Game Programming Patterns ebook.
Button or RigidBody.
health_depleted signal from a Character node to a Game node. When the Character node emits the signal, the game node’s _on_Character_health_depleted is called:
# Game.gdfunc _ready(): var character_node = get_node('Character') character_node.connect("health_depleted", self, "_on_Character_health_depleted")func _on_Character_health_depleted(): get_tree().reload_current_scene()
You can emit as many arguments as you want along with a signal.
Here is an example where this is useful. Let’s say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree.
Character.gd script, we define a health_changed signal and emit it with Object.emit_signal(), and from a Game node higher up our scene tree, we connect it to the Lifebar using the Object.connect() method:
# Character.gd...signal health_changedfunc take_damage(amount): var old_health = health health -= amount # We emit the health_changed signal every time the # character takes damage. emit_signal("health_changed", old_health, health)...
# Lifebar.gd# Here, we define a function to use as a callback when the# character's health_changed signal is emitted....func _on_Character_health_changed(old_value, new_value): if old_value > new_value: progress_bar.modulate = Color.red else: progress_bar.modulate = Color.green # Imagine that `animate` is a user-defined function that animates the # bar filling up or emptying itself. progress_bar.animate(old_value, new_value)...
Note
Object class or any type extending it like Node, KinematicBody, Control…
Game node, we get both the Character and Lifebar nodes, then connect the character, that emits the signal, to the receiver, the Lifebar node in this case.
# Game.gdfunc _ready(): var character_node = get_node('Character') var lifebar_node = get_node('UserInterface/Lifebar') character_node.connect("health_changed", lifebar_node, "_on_Character_health_changed")
Lifebar to react to health changes without coupling it to the Character node.
You can write optional argument names in parentheses after the signal’s definition:
# Defining a signal that forwards two arguments.signal health_changed(old_value, new_value)
These arguments show up in the editor’s node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it’s up to you to emit the correct values.
GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same.
You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn’t give you access to all the data that you need.
Player1 took 22 damage.. The health_changed signal doesn’t give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character’s name in the binds array argument:
# Game.gdfunc _ready(): var character_node = get_node('Character') var battle_log_node = get_node('UserInterface/BattleLog') character_node.connect("health_changed", battle_log_node, "_on_Character_health_changed", [character_node.name])
BattleLog node receives each element in the binds array as an extra argument:
# BattleLog.gdfunc _on_Character_health_changed(old_value, new_value, character_name): if not new_value <= old_value: return var damage = old_value - new_value label.text += character_name + " took " + str(damage) + " damage."
Coroutines with yield
coroutines via the yield built-in function. Calling yield() will immediately return from the current function, with the current frozen state of the same function as the return value. Calling resume() on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example:
func my_func(): print("Hello") yield() print("world")func _ready(): var y = my_func() # Function state saved in 'y'. print("my dear") y.resume() # 'y' resumed and is now an invalid state.
Will print:
Hellomy dearworld
yield() and resume(), for example:
func my_func(): print("Hello") print(yield()) return "cheers!"func _ready(): var y = my_func() # Function state saved in 'y'. print(y.resume("world")) # 'y' resumed and is now an invalid state.
Will print:
Helloworldcheers!
yields:
func co_func(): for i in range(1, 5): print("Turn %d" % i) yield();func _ready(): var co = co_func(); while co is GDScriptFunctionState && co.is_valid(): co = co.resume();
Coroutines & signals
yield is when combined with signals. yield can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples:
# Resume execution the next frame.yield(get_tree(), "idle_frame")# Resume execution when animation is done playing.yield(get_node("AnimationPlayer"), "animation_finished")# Wait 5 seconds, then resume execution.yield(get_tree().create_timer(5.0), "timeout")
completed signal when they transition into an invalid state, for example:
func my_func(): yield(button_func(), "completed") print("All buttons were pressed, hurray!")func button_func(): yield($Button0, "pressed") yield($Button1, "pressed")
my_func will only continue execution once both buttons have been pressed.
You can also get the signal’s argument once it’s emitted by an object:
# Wait for when any node is added to the scene tree.var node = yield(get_tree(), "node_added")
yield returns an array containing the arguments:
signal done(input, processed)func process_input(input): print("Processing initialized") yield(get_tree(), "idle_frame") print("Waiting") yield(get_tree(), "idle_frame") emit_signal("done", input, "Processed " + input)func _ready(): process_input("Test") # Prints: Processing initialized var data = yield(self, "done") # Prints: waiting print(data[1]) # Prints: Processed Test
completed signal conditionally:
func generate(): var result = rand_range(-1.0, 1.0) if result < 0.0: yield(get_tree(), "idle_frame") return resultfunc make(): var result = generate() if result is GDScriptFunctionState: # Still working. result = yield(result, "completed") return result
while would be redundant here as the completed signal is only emitted when the function didn’t yield anymore.
onready keyword
Node._ready() is made.
var my_labelfunc _ready(): my_label = get_node("MyLabel")
onready keyword, that defers initialization of a member variable until _ready() is called. It can replace the above code with a single line:
onready var my_label = get_node("MyLabel")
Assert keyword
assert keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won’t be evaluated in a project exported in release mode. Due to this, assertions must not contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build.
# Check that 'i' is 0. If 'i' is not 0, an assertion error will occur.assert(i == 0)
When running a project from the editor, the project will be paused if an assertion error occurs.
