godot/doc/classes/bool.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2020-02-01 01:03:48 +00:00
<class name="bool" version="4.0">
<brief_description>
Boolean built-in type.
</brief_description>
<description>
Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
[codeblocks]
[gdscript]
var _can_shoot = true
func shoot():
if _can_shoot:
pass # Perform shooting actions here.
[/gdscript]
[csharp]
private bool _canShoot = true;
public void Shoot()
{
if (_canShoot)
{
// Perform shooting actions here.
}
}
[/csharp]
[/codeblocks]
The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code].
[b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed.
[codeblocks]
[gdscript]
var _can_shoot = true
func shoot():
if _can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
[/gdscript]
[csharp]
private bool _canShoot = true;
public void Shoot()
{
if (_canShoot &amp;&amp; Input.IsActionPressed("shoot"))
{
CreateBullet();
}
}
[/csharp]
[/codeblocks]
The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again.
[gdscript]
var _can_shoot = true
onready var _cool_down = $CoolDownTimer
func shoot():
if _can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
_can_shoot = false
_cool_down.start()
func _on_CoolDownTimer_timeout():
_can_shoot = true
[/gdscript]
[csharp]
private bool _canShoot = true;
private Timer _coolDown;
public override void _Ready()
{
_coolDown = GetNode&lt;Timer&gt;("CoolDownTimer");
}
public void Shoot()
{
if (_canShoot &amp;&amp; Input.IsActionPressed("shoot"))
{
CreateBullet();
_canShoot = false;
_coolDown.Start();
}
}
public void OnCoolDownTimerTimeout()
{
_canShoot = true;
}
[/csharp]
[/codeblocks]
</description>
<tutorials>
</tutorials>
<methods>
<method name="bool">
<return type="bool">
</return>
<argument index="0" name="from" type="int">
</argument>
<description>
Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
</description>
</method>
<method name="bool">
<return type="bool">
</return>
<argument index="0" name="from" type="float">
</argument>
<description>
Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
</description>
</method>
<method name="bool">
<return type="bool">
</return>
<argument index="0" name="from" type="String">
</argument>
<description>
Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings.
Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
</description>
</method>
</methods>
<constants>
</constants>
</class>