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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "bool" version= "4.0" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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Boolean built-in type.
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</brief_description>
<description >
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Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
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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].
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[codeblocks]
[gdscript]
var _can_shoot = true
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func shoot():
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if _can_shoot:
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pass # Perform shooting actions here.
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[/gdscript]
[csharp]
private bool _canShoot = true;
public void Shoot()
{
if (_canShoot)
{
// Perform shooting actions here.
}
}
[/csharp]
[/codeblocks]
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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.
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[codeblocks]
[gdscript]
var _can_shoot = true
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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[/gdscript]
[csharp]
private bool _canShoot = true;
public void Shoot()
{
if (_canShoot & & Input.IsActionPressed("shoot"))
{
CreateBullet();
}
}
[/csharp]
[/codeblocks]
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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.
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[codeblocks]
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[gdscript]
var _can_shoot = true
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@onready var _cool_down = $CoolDownTimer
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func shoot():
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if _can_shoot and Input.is_action_pressed("shoot"):
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create_bullet()
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_can_shoot = false
_cool_down.start()
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func _on_CoolDownTimer_timeout():
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_can_shoot = true
[/gdscript]
[csharp]
private bool _canShoot = true;
private Timer _coolDown;
public override void _Ready()
{
_coolDown = GetNode< Timer> ("CoolDownTimer");
}
public void Shoot()
{
if (_canShoot & & Input.IsActionPressed("shoot"))
{
CreateBullet();
_canShoot = false;
_coolDown.Start();
}
}
public void OnCoolDownTimerTimeout()
{
_canShoot = true;
}
[/csharp]
[/codeblocks]
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</description>
<tutorials >
</tutorials>
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<constructors >
<constructor name= "bool" >
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<return type= "bool" />
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<description >
Constructs a default-initialized [bool] set to [code]false[/code].
</description>
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</constructor>
<constructor name= "bool" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "bool" />
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<description >
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Constructs a [bool] as a copy of the given [bool].
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</description>
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</constructor>
<constructor name= "bool" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "float" />
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<description >
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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.
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</description>
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</constructor>
<constructor name= "bool" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "int" />
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<description >
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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.
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</description>
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</constructor>
</constructors>
<operators >
<operator name= "operator !=" >
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<return type= "bool" />
<description >
</description>
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</operator>
<operator name= "operator !=" >
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<return type= "bool" />
<argument index= "0" name= "right" type= "bool" />
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<description >
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Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code].
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</description>
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</operator>
<operator name= "operator <" >
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<return type= "bool" />
<argument index= "0" name= "right" type= "bool" />
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<description >
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Returns [code]true[/code] if the left operand is [code]false[/code] and the right operand is [code]true[/code].
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</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
<description >
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Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
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</description>
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</operator>
<operator name= "operator ==" >
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<return type= "bool" />
<argument index= "0" name= "right" type= "bool" />
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<description >
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Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code].
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</description>
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</operator>
<operator name= "operator >" >
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<return type= "bool" />
<argument index= "0" name= "right" type= "bool" />
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<description >
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Returns [code]true[/code] if the left operand is [code]true[/code] and the right operand is [code]false[/code].
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</description>
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</operator>
</operators>
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</class>