gdscript_styleguide.rst 19 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843
  1. .. _doc_gdscript_styleguide:
  2. GDScript style guide
  3. ====================
  4. This style guide lists conventions to write elegant GDScript. The goal is to
  5. encourage writing clean, readable code and promote consistency across projects,
  6. discussions, and tutorials. Hopefully, this will also support the development of
  7. auto-formatting tools.
  8. Since GDScript is close to Python, this guide is inspired by Python's
  9. `PEP 8 <https://www.python.org/dev/peps/pep-0008/>`__ programming
  10. style guide.
  11. Style guides aren't meant as hard rulebooks. At times, you may not be able to
  12. apply some of the guidelines below. When that happens, use your best judgment,
  13. and ask fellow developers for insights.
  14. In general, keeping your code consistent in your projects and within your team is
  15. more important than following this guide to a tee.
  16. .. note:: Godot's built-in script editor uses a lot of these conventions
  17. by default. Let it help you.
  18. Here is a complete class example based on these guidelines:
  19. ::
  20. class_name StateMachine
  21. extends Node
  22. # Hierarchical State machine for the player.
  23. # Initializes states and delegates engine callbacks
  24. # (_physics_process, _unhandled_input) to the state.
  25. signal state_changed(previous, new)
  26. export var initial_state = NodePath()
  27. var is_active = true setget set_is_active
  28. onready var _state = get_node(initial_state) setget set_state
  29. onready var _state_name = _state.name
  30. func _init():
  31. add_to_group("state_machine")
  32. func _ready():
  33. connect("state_changed", self, "_on_state_changed")
  34. _state.enter()
  35. func _unhandled_input(event):
  36. _state.unhandled_input(event)
  37. func _physics_process(delta):
  38. _state.physics_process(delta)
  39. func transition_to(target_state_path, msg={}):
  40. if not has_node(target_state_path):
  41. return
  42. var target_state = get_node(target_state_path)
  43. assert(target_state.is_composite == false)
  44. _state.exit()
  45. self._state = target_state
  46. _state.enter(msg)
  47. Events.emit_signal("player_state_changed", _state.name)
  48. func set_is_active(value):
  49. is_active = value
  50. set_physics_process(value)
  51. set_process_unhandled_input(value)
  52. set_block_signals(not value)
  53. func set_state(value):
  54. _state = value
  55. _state_name = _state.name
  56. func _on_state_changed(previous, new):
  57. print("state changed")
  58. emit_signal("state_changed")
  59. .. _formatting:
  60. Formatting
  61. ----------
  62. Encoding and special characters
  63. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  64. * Use line feed (**LF**) characters to break lines, not CRLF or CR. *(editor default)*
  65. * Use one line feed character at the end of each file. *(editor default)*
  66. * Use **UTF-8** encoding without a `byte order mark <https://en.wikipedia.org/wiki/Byte_order_mark>`_. *(editor default)*
  67. * Use **Tabs** instead of spaces for indentation. *(editor default)*
  68. Indentation
  69. ~~~~~~~~~~~
  70. Each indent level should be one greater than the block containing it.
  71. **Good**:
  72. ::
  73. for i in range(10):
  74. print("hello")
  75. **Bad**:
  76. ::
  77. for i in range(10):
  78. print("hello")
  79. for i in range(10):
  80. print("hello")
  81. Use 2 indent levels to distinguish continuation lines from
  82. regular code blocks.
  83. **Good**:
  84. ::
  85. effect.interpolate_property(sprite, "transform/scale",
  86. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  87. Tween.TRANS_QUAD, Tween.EASE_OUT)
  88. **Bad**:
  89. ::
  90. effect.interpolate_property(sprite, "transform/scale",
  91. sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
  92. Tween.TRANS_QUAD, Tween.EASE_OUT)
  93. Exceptions to this rule are arrays, dictionaries, and enums. Use a single
  94. indentation level to distinguish continuation lines:
  95. **Good**:
  96. ::
  97. var party = [
  98. "Godot",
  99. "Godette",
  100. "Steve",
  101. ]
  102. var character_dict = {
  103. "Name": "Bob",
  104. "Age": 27,
  105. "Job": "Mechanic",
  106. }
  107. enum Tiles {
  108. TILE_BRICK,
  109. TILE_FLOOR,
  110. TILE_SPIKE,
  111. TILE_TELEPORT,
  112. }
  113. **Bad**:
  114. ::
  115. var party = [
  116. "Godot",
  117. "Godette",
  118. "Steve",
  119. ]
  120. var character_dict = {
  121. "Name": "Bob",
  122. "Age": 27,
  123. "Job": "Mechanic",
  124. }
  125. enum Tiles {
  126. TILE_BRICK,
  127. TILE_FLOOR,
  128. TILE_SPIKE,
  129. TILE_TELEPORT,
  130. }
  131. Trailing comma
  132. ~~~~~~~~~~~~~~
  133. Use a trailing comma on the last line in arrays, dictionaries, and enums. This
  134. results in easier refactoring and better diffs in version control as the last
  135. line doesn't need to be modified when adding new elements.
  136. **Good**:
  137. ::
  138. enum Tiles {
  139. TILE_BRICK,
  140. TILE_FLOOR,
  141. TILE_SPIKE,
  142. TILE_TELEPORT,
  143. }
  144. **Bad**:
  145. ::
  146. enum Tiles {
  147. TILE_BRICK,
  148. TILE_FLOOR,
  149. TILE_SPIKE,
  150. TILE_TELEPORT
  151. }
  152. Trailing commas are unnecessary in single-line lists, so don't add them in this case.
  153. **Good**:
  154. ::
  155. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}
  156. **Bad**:
  157. ::
  158. enum Tiles {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT,}
  159. Blank lines
  160. ~~~~~~~~~~~
  161. Surround functions and class definitions with two blank lines:
  162. ::
  163. func heal(amount):
  164. health += amount
  165. health = min(health, max_health)
  166. emit_signal("health_changed", health)
  167. func take_damage(amount, effect=null):
  168. health -= amount
  169. health = max(0, health)
  170. emit_signal("health_changed", health)
  171. Use one blank line inside functions to separate logical sections.
  172. .. note:: We use a single line between classes and function definitions in the class reference and
  173. in short code snippets in this documentation.
  174. Line length
  175. ~~~~~~~~~~~
  176. Keep individual lines of code under 100 characters.
  177. If you can, try to keep lines under 80 characters. This helps to read the code
  178. on small displays and with two scripts opened side-by-side in an external text
  179. editor. For example, when looking at a differential revision.
  180. One statement per line
  181. ~~~~~~~~~~~~~~~~~~~~~~
  182. Never combine multiple statements on a single line. No, C programmers,
  183. not even with a single line conditional statement.
  184. **Good**:
  185. ::
  186. if position.x > width:
  187. position.x = 0
  188. if flag:
  189. print("flagged")
  190. **Bad**:
  191. ::
  192. if position.x > width: position.x = 0
  193. if flag: print("flagged")
  194. The only exception to that rule is the ternary operator:
  195. ::
  196. next_state = "fall" if not is_on_floor() else "idle"
  197. Format multiline statements for readability
  198. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  199. When you have particularly long ``if`` statements or nested ternary expressions,
  200. wrapping them over multiple lines improves readability. Since continuation lines
  201. are still part of the same expression, 2 indent levels should be used instead of one.
  202. GDScript allows wrapping statements using multiple lines using parentheses or
  203. backslashes. Parentheses are favored in this style guide since they make for
  204. easier refactoring. With backslashes, you have to ensure that the last line
  205. never contains a backslash at the end. With parentheses, you don't have to
  206. worry about the last line having a backslash at the end.
  207. When wrapping a conditional expression over multiple lines, the ``and``/``or``
  208. keywords should be placed at the beginning of the line continuation, not at the
  209. end of the previous line.
  210. **Good**:
  211. ::
  212. var angle_degrees = 135
  213. var quadrant = (
  214. "northeast" if angle_degrees <= 90
  215. else "southeast" if angle_degrees <= 180
  216. else "southwest" if angle_degrees <= 270
  217. else "northwest"
  218. )
  219. var position = Vector2(250, 350)
  220. if (
  221. position.x > 200 and position.x < 400
  222. and position.y > 300 and position.y < 400
  223. ):
  224. pass
  225. **Bad**:
  226. ::
  227. var angle_degrees = 135
  228. var quadrant = "northeast" if angle_degrees <= 90 else "southeast" if angle_degrees <= 180 else "southwest" if angle_degrees <= 270 else "northwest"
  229. var position = Vector2(250, 350)
  230. if position.x > 200 and position.x < 400 and position.y > 300 and position.y < 400:
  231. pass
  232. Avoid unnecessary parentheses
  233. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  234. Avoid parentheses in expressions and conditional statements. Unless
  235. necessary for order of operations or wrapping over multiple lines,
  236. they only reduce readability.
  237. **Good**:
  238. ::
  239. if is_colliding():
  240. queue_free()
  241. **Bad**:
  242. ::
  243. if (is_colliding()):
  244. queue_free()
  245. Boolean operators
  246. ~~~~~~~~~~~~~~~~~
  247. Prefer the plain English versions of boolean operators, as they are the most accessible:
  248. - Use ``and`` instead of ``&&``.
  249. - Use ``or`` instead of ``||``.
  250. You may also use parentheses around boolean operators to clear any ambiguity.
  251. This can make long expressions easier to read.
  252. **Good**:
  253. ::
  254. if (foo and bar) or baz:
  255. print("condition is true")
  256. **Bad**:
  257. ::
  258. if foo && bar || baz:
  259. print("condition is true")
  260. Comment spacing
  261. ~~~~~~~~~~~~~~~
  262. Regular comments should start with a space, but not code that you comment out.
  263. This helps differentiate text comments from disabled code.
  264. **Good**:
  265. ::
  266. # This is a comment.
  267. #print("This is disabled code")
  268. **Bad**:
  269. ::
  270. #This is a comment.
  271. # print("This is disabled code")
  272. .. note::
  273. In the script editor, to toggle the selected code commented, press
  274. :kbd:`Ctrl + K`. This feature adds a single # sign at the start
  275. of the selected lines.
  276. Whitespace
  277. ~~~~~~~~~~
  278. Always use one space around operators and after commas. Also, avoid extra spaces
  279. in dictionary references and function calls.
  280. **Good**:
  281. ::
  282. position.x = 5
  283. position.y = target_position.y + 10
  284. dict["key"] = 5
  285. my_array = [4, 5, 6]
  286. print("foo")
  287. **Bad**:
  288. ::
  289. position.x=5
  290. position.y = mpos.y+10
  291. dict ["key"] = 5
  292. myarray = [4,5,6]
  293. print ("foo")
  294. Don't use spaces to align expressions vertically:
  295. ::
  296. x = 100
  297. y = 100
  298. velocity = 500
  299. Quotes
  300. ~~~~~~
  301. Use double quotes unless single quotes make it possible to escape fewer
  302. characters in a given string. See the examples below:
  303. ::
  304. # Normal string.
  305. print("hello world")
  306. # Use double quotes as usual to avoid escapes.
  307. print("hello 'world'")
  308. # Use single quotes as an exception to the rule to avoid escapes.
  309. print('hello "world"')
  310. # Both quote styles would require 2 escapes; prefer double quotes if it's a tie.
  311. print("'hello' \"world\"")
  312. Numbers
  313. ~~~~~~~
  314. Don't omit the leading or trailing zero in floating-point numbers. Otherwise,
  315. this makes them less readable and harder to distinguish from integers at a
  316. glance.
  317. **Good**::
  318. var float_number = 0.234
  319. var other_float_number = 13.0
  320. **Bad**::
  321. var float_number = .234
  322. var other_float_number = 13.
  323. Use lowercase for letters in hexadecimal numbers, as their lower height makes
  324. the number easier to read.
  325. **Good**::
  326. var hex_number = 0xfb8c0b
  327. **Bad**::
  328. var hex_number = 0xFB8C0B
  329. Take advantage of GDScript's underscores in literals to make large numbers more
  330. readable.
  331. **Good**::
  332. var large_number = 1_234_567_890
  333. var large_hex_number = 0xffff_f8f8_0000
  334. var large_bin_number = 0b1101_0010_1010
  335. # Numbers lower than 1000000 generally don't need separators.
  336. var small_number = 12345
  337. **Bad**::
  338. var large_number = 1234567890
  339. var large_hex_number = 0xfffff8f80000
  340. var large_bin_number = 0b110100101010
  341. # Numbers lower than 1000000 generally don't need separators.
  342. var small_number = 12_345
  343. .. _naming_conventions:
  344. Naming conventions
  345. ------------------
  346. These naming conventions follow the Godot Engine style. Breaking these will make
  347. your code clash with the built-in naming conventions, leading to inconsistent
  348. code.
  349. File names
  350. ~~~~~~~~~~
  351. Use snake_case for file names. For named classes, convert the PascalCase class
  352. name to snake_case::
  353. # This file should be saved as `weapon.gd`.
  354. class_name Weapon
  355. extends Node
  356. ::
  357. # This file should be saved as `yaml_parser.gd`.
  358. class_name YAMLParser
  359. extends Object
  360. This is consistent with how C++ files are named in Godot's source code. This
  361. also avoids case sensitivity issues that can crop up when exporting a project
  362. from Windows to other platforms.
  363. Classes and nodes
  364. ~~~~~~~~~~~~~~~~~
  365. Use PascalCase for class and node names:
  366. ::
  367. extends KinematicBody
  368. Also use PascalCase when loading a class into a constant or a variable:
  369. ::
  370. const Weapon = preload("res://weapon.gd")
  371. Functions and variables
  372. ~~~~~~~~~~~~~~~~~~~~~~~
  373. Use snake\_case to name functions and variables:
  374. ::
  375. var particle_effect
  376. func load_level():
  377. Prepend a single underscore (\_) to virtual methods functions the user must
  378. override, private functions, and private variables:
  379. ::
  380. var _counter = 0
  381. func _recalculate_path():
  382. Signals
  383. ~~~~~~~
  384. Use the past tense to name signals:
  385. ::
  386. signal door_opened
  387. signal score_changed
  388. Constants and enums
  389. ~~~~~~~~~~~~~~~~~~~
  390. Write constants with CONSTANT\_CASE, that is to say in all caps with an
  391. underscore (\_) to separate words:
  392. ::
  393. const MAX_SPEED = 200
  394. Use PascalCase for enum *names* and CONSTANT\_CASE for their members, as they
  395. are constants:
  396. ::
  397. enum Element {
  398. EARTH,
  399. WATER,
  400. AIR,
  401. FIRE,
  402. }
  403. Code order
  404. ----------
  405. This first section focuses on code order. For formatting, see
  406. :ref:`formatting`. For naming conventions, see :ref:`naming_conventions`.
  407. We suggest to organize GDScript code this way:
  408. ::
  409. 01. tool
  410. 02. class_name
  411. 03. extends
  412. 04. # docstring
  413. 05. signals
  414. 06. enums
  415. 07. constants
  416. 08. exported variables
  417. 09. public variables
  418. 10. private variables
  419. 11. onready variables
  420. 12. optional built-in virtual _init method
  421. 13. built-in virtual _ready method
  422. 14. remaining built-in virtual methods
  423. 15. public methods
  424. 16. private methods
  425. We optimized the order to make it easy to read the code from top to bottom, to
  426. help developers reading the code for the first time understand how it works, and
  427. to avoid errors linked to the order of variable declarations.
  428. This code order follows four rules of thumb:
  429. 1. Properties and signals come first, followed by methods.
  430. 2. Public comes before private.
  431. 3. Virtual callbacks come before the class's interface.
  432. 4. The object's construction and initialization functions, ``_init`` and
  433. ``_ready``, come before functions that modify the object at runtime.
  434. Class declaration
  435. ~~~~~~~~~~~~~~~~~
  436. If the code is meant to run in the editor, place the ``tool`` keyword on the
  437. first line of the script.
  438. Follow with the `class_name` if necessary. You can turn a GDScript file into a
  439. global type in your project using this feature. For more information, see
  440. :ref:`doc_gdscript`.
  441. Then, add the `extends` keyword if the class extends a built-in type.
  442. Following that, you should have the class's optional docstring as comments. You
  443. can use that to explain the role of your class to your teammates, how it works,
  444. and how other developers should use it, for example.
  445. ::
  446. class_name MyNode
  447. extends Node
  448. # A brief description of the class's role and functionality.
  449. # Longer description.
  450. Signals and properties
  451. ~~~~~~~~~~~~~~~~~~~~~~
  452. Write signal declarations, followed by properties, that is to say, member
  453. variables, after the docstring.
  454. Enums should come after signals, as you can use them as export hints for other
  455. properties.
  456. Then, write constants, exported variables, public, private, and onready
  457. variables, in that order.
  458. ::
  459. signal spawn_player(position)
  460. enum Jobs {KNIGHT, WIZARD, ROGUE, HEALER, SHAMAN}
  461. const MAX_LIVES = 3
  462. export(Jobs) var job = Jobs.KNIGHT
  463. export var max_health = 50
  464. export var attack = 5
  465. var health = max_health setget set_health
  466. var _speed = 300.0
  467. onready var sword = get_node("Sword")
  468. onready var gun = get_node("Gun")
  469. .. note::
  470. The GDScript compiler evaluates onready variables right before the ``_ready``
  471. callback. You can use that to cache node dependencies, that is to say, to get
  472. child nodes in the scene that your class relies on. This is what the example
  473. above shows.
  474. Member variables
  475. ~~~~~~~~~~~~~~~~
  476. Don't declare member variables if they are only used locally in a method, as it
  477. makes the code more difficult to follow. Instead, declare them as local
  478. variables in the method's body.
  479. Local variables
  480. ~~~~~~~~~~~~~~~
  481. Declare local variables as close as possible to their first use. This makes it
  482. easier to follow the code, without having to scroll too much to find where the
  483. variable was declared.
  484. Methods and static functions
  485. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  486. After the class's properties come the methods.
  487. Start with the ``_init()`` callback method, that the engine will call upon
  488. creating the object in memory. Follow with the ``_ready()`` callback, that Godot
  489. calls when it adds a node to the scene tree.
  490. These functions should come first because they show how the object is
  491. initialized.
  492. Other built-in virtual callbacks, like ``_unhandled_input()`` and
  493. ``_physics_process``, should come next. These control the object's main loop and
  494. interactions with the game engine.
  495. The rest of the class's interface, public and private methods, come after that,
  496. in that order.
  497. ::
  498. func _init():
  499. add_to_group("state_machine")
  500. func _ready():
  501. connect("state_changed", self, "_on_state_changed")
  502. _state.enter()
  503. func _unhandled_input(event):
  504. _state.unhandled_input(event)
  505. func transition_to(target_state_path, msg={}):
  506. if not has_node(target_state_path):
  507. return
  508. var target_state = get_node(target_state_path)
  509. assert(target_state.is_composite == false)
  510. _state.exit()
  511. self._state = target_state
  512. _state.enter(msg)
  513. Events.emit_signal("player_state_changed", _state.name)
  514. func _on_state_changed(previous, new):
  515. print("state changed")
  516. emit_signal("state_changed")
  517. Static typing
  518. -------------
  519. Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`.
  520. Declared types
  521. ~~~~~~~~~~~~~~
  522. To declare a variable's type, use ``<variable>: <type>``:
  523. ::
  524. var health: int = 0
  525. To declare the return type of a function, use ``-> <type>``:
  526. ::
  527. func heal(amount: int) -> void:
  528. Inferred types
  529. ~~~~~~~~~~~~~~
  530. In most cases you can let the compiler infer the type, using ``:=``:
  531. ::
  532. var health := 0 # The compiler will use the int type.
  533. However, in a few cases when context is missing, the compiler falls back to
  534. the function's return type. For example, ``get_node()`` cannot infer a type
  535. unless the scene or file of the node is loaded in memory. In this case, you
  536. should set the type explicitly.
  537. **Good**:
  538. ::
  539. onready var health_bar: ProgressBar = get_node("UI/LifeBar")
  540. Alternatively, you can use the ``as`` keyword to cast the return type, and
  541. that type will be used to infer the type of the var.
  542. .. rst-class:: code-example-good
  543. ::
  544. onready var health_bar := get_node("UI/LifeBar") as ProgressBar
  545. # health_bar will be typed as ProgressBar
  546. This option is also considered more :ref:`type-safe<doc_gdscript_static_typing_safe_lines>` than the first.
  547. **Bad**:
  548. ::
  549. # The compiler can't infer the exact type and will use Node
  550. # instead of ProgressBar.
  551. onready var health_bar := get_node("UI/LifeBar")