godot/doc/classes/bool.xml
Rémi Verschelde ba177ccaec doc: Misc updates for AnimationNode* and others
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
  * Make `AnimationNodeTransition.input_<number>` properties internal
    so that they don't appear in the docs. They still appear in the
    inspector based on the actual number of inputs requested.
  * Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
    particles in `ParticlesMaterial`, and thus only relevant for
    `CPUParticles3D`.
2020-01-23 12:37:33 +01:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="bool" category="Built-In Types" version="3.2">
<brief_description>
Boolean built-in type.
</brief_description>
<description>
Boolean is a built-in type. It can represent any data type that is either a true or false value. You can think of it as an switch with on or off (1 or 0) setting. It's often used as part of programming logic in condition statements like [code]if[/code] statements.
[b]Note:[/b] In a code below [code]if can_shoot[/code] is equivalent of [code]if can_shoot == true[/code]. It is good practice to follow the natural spoken language structure when possible. Use [code]if can_shoot[/code] rather than [code]if can_shoot == true[/code] and use [code]if not can_shoot[/code] rather than [code]if can_shoot == false[/code].
[codeblock]
var can_shoot = true
func shoot():
if can_shoot:
# Perform shooting actions here.
[/codeblock]
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.
[codeblock]
var can_shoot = true
func shoot():
if can_shoot and Input.is_action_pressed("shoot"):
create_bullet()
[/codeblock]
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.
[codeblock]
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
[/codeblock]
</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]true[/code] if called with an integer value different to 0 and [code]false[/code] in other case.
</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]true[/code] if called with a floating-point value different to 0 and [code]false[/code] in other case.
</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]true[/code] if called with a non-empty string and [code]false[/code] in other case. Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
</description>
</method>
</methods>
<constants>
</constants>
</class>