2d20fc39aa
We already removed it from the online docs with #35132. Currently it can only be "Built-In Types" (Variant types) or "Core" (everything else), which is of limited use. We might also want to consider dropping it from `ClassDB` altogether in Godot 4.0.
74 lines
3.1 KiB
XML
74 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="bool" version="3.2">
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<brief_description>
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Boolean built-in type.
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</brief_description>
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<description>
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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.
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[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].
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[codeblock]
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var can_shoot = true
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func shoot():
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if can_shoot:
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# Perform shooting actions here.
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[/codeblock]
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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].
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[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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[codeblock]
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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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[/codeblock]
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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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[codeblock]
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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
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cool_down.start()
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func _on_CoolDownTimer_timeout():
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can_shoot = true
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[/codeblock]
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="int">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="float">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="bool">
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<return type="bool">
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</return>
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<argument index="0" name="from" type="String">
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</argument>
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<description>
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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].
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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