godot/modules/gdscript/doc_classes/@GDScript.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="@GDScript" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Built-in GDScript functions.
</brief_description>
<description>
A list of GDScript-specific utility functions accessed in any script.
For the list of the global functions and constants see [@GlobalScope].
</description>
<tutorials>
</tutorials>
<methods>
<method name="Color8">
<return type="Color" />
<argument index="0" name="r8" type="int" />
<argument index="1" name="g8" type="int" />
<argument index="2" name="b8" type="int" />
<argument index="3" name="a8" type="int" default="255" />
<description>
Returns a color constructed from integer red, green, blue, and alpha channels. Each channel should have 8 bits of information ranging from 0 to 255.
[code]r8[/code] red channel
[code]g8[/code] green channel
[code]b8[/code] blue channel
[code]a8[/code] alpha channel
[codeblock]
red = Color8(255, 0, 0)
[/codeblock]
</description>
</method>
<method name="assert">
<return type="void" />
<argument index="0" name="condition" type="bool" />
<argument index="1" name="message" type="String" default="&quot;&quot;" />
<description>
Asserts that the [code]condition[/code] is [code]true[/code]. If the [code]condition[/code] is [code]false[/code], an error is generated. When running from the editor, the running project will also be paused until you resume it. This can be used as a stronger form of [method @GlobalScope.push_error] for reporting errors to project developers or add-on users.
[b]Note:[/b] For performance reasons, the code inside [method assert] is only executed in debug builds or when running the project from the editor. Don't include code that has side effects in an [method assert] call. Otherwise, the project will behave differently when exported in release mode.
The optional [code]message[/code] argument, if given, is shown in addition to the generic "Assertion failed" message. You can use this to provide additional details about why the assertion failed.
[codeblock]
# Imagine we always want speed to be between 0 and 20.
var speed = -10
assert(speed &lt; 20) # True, the program will continue
assert(speed &gt;= 0) # False, the program will stop
assert(speed &gt;= 0 and speed &lt; 20) # You can also combine the two conditional statements in one check
assert(speed &lt; 20, "speed = %f, but the speed limit is 20" % speed) # Show a message with clarifying details
[/codeblock]
</description>
</method>
<method name="char">
<return type="String" />
<argument index="0" name="char" type="int" />
<description>
Returns a character as a String of the given Unicode code point (which is compatible with ASCII code).
[codeblock]
a = char(65) # a is "A"
a = char(65 + 32) # a is "a"
a = char(8364) # a is "€"
[/codeblock]
</description>
</method>
<method name="convert">
<return type="Variant" />
<argument index="0" name="what" type="Variant" />
<argument index="1" name="type" type="int" />
<description>
Converts from a type to another in the best way possible. The [code]type[/code] parameter uses the [enum Variant.Type] values.
[codeblock]
a = Vector2(1, 0)
# Prints 1
print(a.length())
a = convert(a, TYPE_STRING)
# Prints 6 as "(1, 0)" is 6 characters
print(a.length())
[/codeblock]
</description>
</method>
<method name="dict2inst">
<return type="Object" />
<argument index="0" name="dictionary" type="Dictionary" />
<description>
Converts a dictionary (previously created with [method inst2dict]) back to an instance. Useful for deserializing.
</description>
</method>
<method name="get_stack">
<return type="Array" />
<description>
Returns an array of dictionaries representing the current call stack.
[codeblock]
func _ready():
foo()
func foo():
bar()
func bar():
print(get_stack())
[/codeblock]
would print
[codeblock]
[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]
[/codeblock]
[b]Note:[/b] Not supported for calling from threads. Instead, this will return an empty array.
</description>
</method>
<method name="inst2dict">
<return type="Dictionary" />
<argument index="0" name="instance" type="Object" />
<description>
Returns the passed instance converted to a dictionary (useful for serializing).
[codeblock]
var foo = "bar"
func _ready():
var d = inst2dict(self)
print(d.keys())
print(d.values())
[/codeblock]
Prints out:
[codeblock]
[@subpath, @path, foo]
[, res://test.gd, bar]
[/codeblock]
</description>
</method>
<method name="len">
<return type="int" />
<argument index="0" name="var" type="Variant" />
<description>
Returns length of Variant [code]var[/code]. Length is the character count of String, element count of Array, size of Dictionary, etc.
[b]Note:[/b] Generates a fatal error if Variant can not provide a length.
[codeblock]
a = [1, 2, 3, 4]
len(a) # Returns 4
[/codeblock]
</description>
</method>
<method name="load">
<return type="Resource" />
<argument index="0" name="path" type="String" />
<description>
Loads a resource from the filesystem located at [code]path[/code]. The resource is loaded on the method call (unless it's referenced already elsewhere, e.g. in another script or in the scene), which might cause slight delay, especially when loading scenes. To avoid unnecessary delays when loading something multiple times, either store the resource in a variable or use [method preload].
[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource in the FileSystem dock and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
[codeblock]
# Load a scene called main located in the root of the project directory and cache it in a variable.
var main = load("res://main.tscn") # main will contain a PackedScene resource.
[/codeblock]
[b]Important:[/b] The path must be absolute, a local path will just return [code]null[/code].
This method is a simplified version of [method ResourceLoader.load], which can be used for more advanced scenarios.
</description>
</method>
<method name="preload">
<return type="Resource" />
<argument index="0" name="path" type="String" />
<description>
Returns a [Resource] from the filesystem located at [code]path[/code]. The resource is loaded during script parsing, i.e. is loaded with the script and [method preload] effectively acts as a reference to that resource. Note that the method requires a constant path. If you want to load a resource from a dynamic/variable path, use [method load].
[b]Note:[/b] Resource paths can be obtained by right clicking on a resource in the Assets Panel and choosing "Copy Path" or by dragging the file from the FileSystem dock into the script.
[codeblock]
# Instance a scene.
var diamond = preload("res://diamond.tscn").instantiate()
[/codeblock]
</description>
</method>
<method name="print_debug" qualifiers="vararg">
<return type="void" />
<description>
Like [method @GlobalScope.print], but includes the current stack frame when running with the debugger turned on.
Output in the console would look something like this:
[codeblock]
Test print
At: res://test.gd:15:_process()
[/codeblock]
[b]Note:[/b] Not supported for calling from threads. Instead of the stack frame, this will print the thread ID.
</description>
</method>
<method name="print_stack">
<return type="void" />
<description>
Prints a stack trace at the current code location. Only works when running with debugger turned on.
Output in the console would look something like this:
[codeblock]
Frame 0 - res://test.gd:16 in function '_process'
[/codeblock]
[b]Note:[/b] Not supported for calling from threads. Instead of the stack trace, this will print the thread ID.
</description>
</method>
<method name="range" qualifiers="vararg">
<return type="Array" />
<description>
Returns an array with the given range. Range can be 1 argument [code]N[/code] (0 to [code]N[/code] - 1), two arguments ([code]initial[/code], [code]final - 1[/code]) or three arguments ([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). Returns an empty array if the range isn't valid (e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).
Returns an array with the given range. [code]range()[/code] can have 1 argument N ([code]0[/code] to [code]N - 1[/code]), two arguments ([code]initial[/code], [code]final - 1[/code]) or three arguments ([code]initial[/code], [code]final - 1[/code], [code]increment[/code]). [code]increment[/code] can be negative. If [code]increment[/code] is negative, [code]final - 1[/code] will become [code]final + 1[/code]. Also, the initial value must be greater than the final value for the loop to run.
[codeblock]
print(range(4))
print(range(2, 5))
print(range(0, 6, 2))
[/codeblock]
Output:
[codeblock]
[0, 1, 2, 3]
[2, 3, 4]
[0, 2, 4]
[/codeblock]
To iterate over an [Array] backwards, use:
[codeblock]
var array = [3, 6, 9]
var i := array.size() - 1
while i &gt;= 0:
print(array[i])
i -= 1
[/codeblock]
Output:
[codeblock]
9
6
3
[/codeblock]
</description>
</method>
<method name="str" qualifiers="vararg">
<return type="String" />
<description>
Converts one or more arguments to string in the best way possible.
[codeblock]
var a = [10, 20, 30]
var b = str(a);
len(a) # Returns 3
len(b) # Returns 12
[/codeblock]
</description>
</method>
<method name="type_exists">
<return type="bool" />
<argument index="0" name="type" type="StringName" />
<description>
</description>
</method>
</methods>
<constants>
<constant name="PI" value="3.14159265358979">
Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in rotations.
</constant>
<constant name="TAU" value="6.28318530717959">
The circle constant, the circumference of the unit circle in radians. This is equivalent to [code]PI * 2[/code], or 360 degrees in rotations.
</constant>
<constant name="INF" value="inf">
Positive floating-point infinity. This is the result of floating-point division when the divisor is [code]0.0[/code]. For negative infinity, use [code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative infinity if the numerator is positive, so dividing by [code]0.0[/code] is not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/code] returning [code]true[/code]).
[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by [code]0[/code] will not result in [constant INF] and will result in a run-time error instead.
</constant>
<constant name="NAN" value="nan">
"Not a Number", an invalid floating-point value. [constant NAN] has special properties, including that it is not equal to itself ([code]NAN == NAN[/code] returns [code]false[/code]). It is output by some invalid operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/code].
[b]Note:[/b] "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer [code]0[/code] by [code]0[/code] will not result in [constant NAN] and will result in a run-time error instead.
</constant>
</constants>
</class>