@GDScriptยถ
Built-in GDScript functions.
Descriptionยถ
List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)
Methodsยถ
void |
|
bytes2var ( PoolByteArray bytes, bool allow_objects=false ) |
|
cartesian2polar ( float x, float y ) |
|
deep_equal ( Variant a, Variant b ) |
|
dict2inst ( Dictionary dict ) |
|
get_stack ( ) |
|
instance_from_id ( int instance_id ) |
|
inverse_lerp ( float from, float to, float weight ) |
|
is_equal_approx ( float a, float b ) |
|
is_instance_valid ( Object instance ) |
|
is_zero_approx ( float s ) |
|
lerp_angle ( float from, float to, float weight ) |
|
move_toward ( float from, float to, float delta ) |
|
nearest_po2 ( int value ) |
|
parse_json ( String json ) |
|
polar2cartesian ( float r, float th ) |
|
void |
print ( ... ) vararg |
void |
print_debug ( ... ) vararg |
void |
print_stack ( ) |
void |
printerr ( ... ) vararg |
void |
printraw ( ... ) vararg |
void |
prints ( ... ) vararg |
void |
printt ( ... ) vararg |
void |
push_error ( String message ) |
void |
push_warning ( String message ) |
rand_range ( float from, float to ) |
|
randf ( ) |
|
randi ( ) |
|
void |
randomize ( ) |
range ( ... ) vararg |
|
range_lerp ( float value, float istart, float istop, float ostart, float ostop ) |
|
void |
|
smoothstep ( float from, float to, float s ) |
|
step_decimals ( float step ) |
|
str ( ... ) vararg |
|
type_exists ( String type ) |
|
validate_json ( String json ) |
|
Constantsยถ
PI = 3.141593
Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to TAU / 2
.
TAU = 6.283185
The circle constant, the circumference of the unit circle in radians. This is equivalent to PI * 2
, or 360 degrees in rotations.
INF = inf
Positive floating-point infinity. This is the result of floating-point division when the divisor is 0.0
. For negative infinity, use -INF
. Dividing by -0.0
will result in negative infinity if the numerator is positive, so dividing by 0.0
is not the same as dividing by -0.0
(despite 0.0 == -0.0
returning true
).
Note: Numeric infinity is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer number by 0
will not result in INF and will result in a run-time error instead.
NAN = nan
"Not a Number", an invalid floating-point value. NAN has special properties, including that it is not equal to itself (NAN == NAN
returns false
). It is output by some invalid operations, such as dividing floating-point 0.0
by 0.0
.
Note: "Not a Number" is only a concept with floating-point numbers, and has no equivalent for integers. Dividing an integer 0
by 0
will not result in NAN and will result in a run-time error instead.
Method Descriptionsยถ
Color Color8 ( int r8, int g8, int b8, int a8=255 )
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.
r8
red channel
g8
green channel
b8
blue channel
a8
alpha channel
red = Color8(255, 0, 0)
Color ColorN ( String name, float alpha=1.0 )
Returns a color according to the standardized name
with alpha
ranging from 0 to 1.
red = ColorN("red", 1)
Supported color names are the same as the constants defined in Color.
Returns the absolute value of parameter s
(i.e. positive value).
a = abs(-1) # a is 1
Returns the arc cosine of s
in radians. Use to get the angle of cosine s
. s
will be clamped between -1.0
and 1.0
(inclusive), in order to prevent acos from returning NAN.
# c is 0.523599 or 30 degrees if converted with rad2deg(s)
c = acos(0.866025)
Returns the arc sine of s
in radians. Use to get the angle of sine s
. s
will be clamped between -1.0
and 1.0
(inclusive), in order to prevent asin from returning NAN.
# s is 0.523599 or 30 degrees if converted with rad2deg(s)
s = asin(0.5)
void assert ( bool condition, String message="" )
Asserts that the condition
is true
. If the condition
is false
, 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 push_error for reporting errors to project developers or add-on users.
Note: For performance reasons, the code inside 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 assert call. Otherwise, the project will behave differently when exported in release mode.
The optional message
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.
# Imagine we always want speed to be between 0 and 20.
var speed = -10
assert(speed < 20) # True, the program will continue
assert(speed >= 0) # False, the program will stop
assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check
assert(speed < 20, "speed = %f, but the speed limit is 20" % speed) # Show a message with clarifying details
Returns the arc tangent of s
in radians. Use it to get the angle from an angle's tangent in trigonometry: atan(tan(angle)) == angle
.
The method cannot know in which quadrant the angle should fall. See atan2 if you have both y
and x
.
a = atan(0.5) # a is 0.463648
float atan2 ( float y, float x )
Returns the arc tangent of y/x
in radians. Use to get the angle of tangent y/x
. To compute the value, the method takes into account the sign of both arguments in order to determine the quadrant.
Important note: The Y coordinate comes first, by convention.
a = atan2(0, -1) # a is 3.141593
Variant bytes2var ( PoolByteArray bytes, bool allow_objects=false )
Decodes a byte array back to a value. When allow_objects
is true
decoding objects is allowed.
WARNING: Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution).
Vector2 cartesian2polar ( float x, float y )
Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle).
Rounds s
upward (towards positive infinity), returning the smallest whole number that is not less than s
.
a = ceil(1.45) # a is 2.0
a = ceil(1.001) # a is 2.0
See also floor, round, stepify, and int.
Returns a character as a String of the given Unicode code point (which is compatible with ASCII code).
a = char(65) # a is "A"
a = char(65 + 32) # a is "a"
a = char(8364) # a is "โฌ"
This is the inverse of ord.
float clamp ( float value, float min, float max )
Clamps value
and returns a value not less than min
and not more than max
.
a = clamp(1000, 1, 20) # a is 20
a = clamp(-10, 1, 20) # a is 1
a = clamp(15, 1, 20) # a is 15
Variant convert ( Variant what, int type )
Converts from a type to another in the best way possible. The type
parameter uses the Variant.Type values.
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())
Returns the cosine of angle s
in radians.
a = cos(TAU) # a is 1.0
a = cos(PI) # a is -1.0
Returns the hyperbolic cosine of s
in radians.
print(cosh(1)) # Prints 1.543081
Converts from decibels to linear energy (audio).
Deprecated alias for step_decimals.
float dectime ( float value, float amount, float step )
Note: dectime
has been deprecated and will be removed in Godot 4.0, please use move_toward instead.
Returns the result of value
decreased by step
* amount
.
a = dectime(60, 10, 0.1)) # a is 59.0
bool deep_equal ( Variant a, Variant b )
Compares two values by checking their actual contents, recursing into any Array or Dictionary up to its deepest level.
This compares to ==
in a number of ways:
For
null
,int
,float
,String
,Object
andRID
bothdeep_equal
and==
work the same.For
Dictionary
,==
considers equality if, and only if, both variables point to the very sameDictionary
, with no recursion or awareness of the contents at all.For
Array
,==
considers equality if, and only if, each item in the firstArray
is equal to its counterpart in the secondArray
, as told by==
itself. That implies that==
recurses intoArray
, but not intoDictionary
.
In short, whenever a Dictionary
is potentially involved, if you want a true content-aware comparison, you have to use deep_equal
.
Converts an angle expressed in degrees to radians.
r = deg2rad(180) # r is 3.141593
Object dict2inst ( Dictionary dict )
Converts a dictionary (previously created with inst2dict) back to an instance. Useful for deserializing.
float ease ( float s, float curve )
Returns an "eased" value of x
based on an easing function defined with curve
. This easing function is based on an exponent. The curve
can be any floating-point number, with specific values leading to the following behaviors:
- Lower than -1.0 (exclusive): Ease in-out
- 1.0: Linear
- Between -1.0 and 0.0 (exclusive): Ease out-in
- 0.0: Constant
- Between 0.0 to 1.0 (exclusive): Ease out
- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
ease() curve values cheatsheet
See also smoothstep. If you need to perform more advanced transitions, use Tween or AnimationPlayer.
The natural exponential function. It raises the mathematical constant e to the power of s
and returns it.
e has an approximate value of 2.71828, and can be obtained with exp(1)
.
For exponents to other bases use the method pow.
a = exp(2) # Approximately 7.39
Rounds s
downward (towards negative infinity), returning the largest whole number that is not more than s
.
a = floor(2.45) # a is 2.0
a = floor(2.99) # a is 2.0
a = floor(-2.99) # a is -3.0
See also ceil, round, stepify, and int.
Note: This method returns a float. If you need an integer and s
is a non-negative number, you can use int(s)
directly.
float fmod ( float a, float b )
Returns the floating-point remainder of a/b
, keeping the sign of a
.
r = fmod(7, 5.5) # r is 1.5
For the integer remainder operation, use the % operator.
float fposmod ( float a, float b )
Returns the floating-point modulus of a/b
that wraps equally in positive and negative.
for i in 7:
var x = 0.5 * i - 1.5
print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])
Produces:
-1.5 -0.0 0.0
-1.0 -1.0 0.5
-0.5 -0.5 1.0
0.0 0.0 0.0
0.5 0.5 0.5
1.0 1.0 1.0
1.5 0.0 0.0
FuncRef funcref ( Object instance, String funcname )
Returns a reference to the specified function funcname
in the instance
node. As functions aren't first-class objects in GDscript, use funcref
to store a FuncRef in a variable and call it later.
func foo():
return("bar")
a = funcref(self, "foo")
print(a.call_func()) # Prints bar
Array get_stack ( )
Returns an array of dictionaries representing the current call stack. See also print_stack.
func _ready():
foo()
func foo():
bar()
func bar():
print(get_stack())
would print
[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]
Note: get_stack only works if the running instance is connected to a debugging server (i.e. an editor instance). get_stack will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
Returns the integer hash of the variable passed.
print(hash("a")) # Prints 177670
Dictionary inst2dict ( Object inst )
Returns the passed instance converted to a dictionary (useful for serializing).
var foo = "bar"
func _ready():
var d = inst2dict(self)
print(d.keys())
print(d.values())
Prints out:
[@subpath, @path, foo]
[, res://test.gd, bar]
Object instance_from_id ( int instance_id )
Returns the Object that corresponds to instance_id
. All Objects have a unique instance ID.
var foo = "bar"
func _ready():
var id = get_instance_id()
var inst = instance_from_id(id)
print(inst.foo) # Prints bar
float inverse_lerp ( float from, float to, float weight )
Returns an interpolation or extrapolation factor considering the range specified in from
and to
, and the interpolated value specified in weight
. The returned value will be between 0.0
and 1.0
if weight
is between from
and to
(inclusive). If weight
is located outside this range, then an extrapolation factor will be returned (return value lower than 0.0
or greater than 1.0
). Use clamp on the result of inverse_lerp if this is not desired.
# The interpolation ratio in the `lerp()` call below is 0.75.
var middle = lerp(20, 30, 0.75)
# `middle` is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
See also lerp which performs the reverse of this operation, and range_lerp to map a continuous series of values to another.
bool is_equal_approx ( float a, float b )
Returns true
if a
and b
are approximately equal to each other.
Here, approximately equal means that a
and b
are within a small internal epsilon of each other, which scales with the magnitude of the numbers.
Infinity values of the same sign are considered equal.
Returns whether s
is an infinity value (either positive infinity or negative infinity).
bool is_instance_valid ( Object instance )
Returns whether instance
is a valid object (e.g. has not been deleted from memory).
Returns whether s
is a NaN ("Not a Number" or invalid) value.
bool is_zero_approx ( float s )
Returns true
if s
is zero or almost zero.
This method is faster than using is_equal_approx with one value as zero.
Returns length of Variant var
. Length is the character count of String, element count of Array, size of Dictionary, etc.
Note: Generates a fatal error if Variant can not provide a length.
a = [1, 2, 3, 4]
len(a) # Returns 4
Variant lerp ( Variant from, Variant to, float weight )
Linearly interpolates between two values by the factor defined in weight
. To perform interpolation, weight
should be between 0.0
and 1.0
(inclusive). However, values outside this range are allowed and can be used to perform extrapolation. Use clamp on the result of lerp if this is not desired.
If the from
and to
arguments are of type int or float, the return value is a float.
If both are of the same vector type (Vector2, Vector3 or Color), the return value will be of the same type (lerp
then calls the vector type's linear_interpolate
method).
lerp(0, 4, 0.75) # Returns 3.0
lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)
See also inverse_lerp which performs the reverse of this operation. To perform eased interpolation with lerp, combine it with ease or smoothstep. See also range_lerp to map a continuous series of values to another.
float lerp_angle ( float from, float to, float weight )
Linearly interpolates between two angles (in radians) by a normalized value.
Similar to lerp, but interpolates correctly when the angles wrap around TAU. To perform eased interpolation with lerp_angle, combine it with ease or smoothstep.
extends Sprite
var elapsed = 0.0
func _process(delta):
var min_angle = deg2rad(0.0)
var max_angle = deg2rad(90.0)
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
Note: This method lerps through the shortest path between from
and to
. However, when these two angles are approximately PI + k * TAU
apart for any integer k
, it's not obvious which way they lerp due to floating-point precision errors. For example, lerp_angle(0, PI, weight)
lerps counter-clockwise, while lerp_angle(0, PI + 5 * TAU, weight)
lerps clockwise.
Converts from linear energy to decibels (audio). This can be used to implement volume sliders that behave as expected (since volume isn't linear). Example:
# "Slider" refers to a node that inherits Range such as HSlider or VSlider.
# Its range must be configured to go from 0 to 1.
# Change the bus name if you'd like to change the volume of a specific bus only.
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db($Slider.value))
Loads a resource from the filesystem located at path
. 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 preload.
Note: 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.
# 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.
Important: The path must be absolute, a local path will just return null
.
This method is a simplified version of ResourceLoader.load, which can be used for more advanced scenarios.
Returns the natural logarithm of s
(base [i]e[/i], with e being approximately 2.71828). This is the amount of time needed to reach a certain level of continuous growth.
Note: This is not the same as the "log" function on most calculators, which uses a base 10 logarithm. To use base 10 logarithm, use log(x) / log(10)
.
log(10) # Returns 2.302585
Note: The logarithm of 0
returns -inf
, while negative values return -nan
.
float max ( float a, float b )
Returns the maximum of two values.
max(1, 2) # Returns 2
max(-3.99, -4) # Returns -3.99
float min ( float a, float b )
Returns the minimum of two values.
min(1, 2) # Returns 1
min(-3.99, -4) # Returns -4
float move_toward ( float from, float to, float delta )
Moves from
toward to
by the delta
value.
Use a negative delta
value to move away.
move_toward(5, 10, 4) # Returns 9
move_toward(10, 5, 4) # Returns 6
move_toward(10, 5, -1.5) # Returns 11.5
Returns the nearest equal or larger power of 2 for integer value
.
In other words, returns the smallest value a
where a = pow(2, n)
such that value <= a
for some non-negative integer n
.
nearest_po2(3) # Returns 4
nearest_po2(4) # Returns 4
nearest_po2(5) # Returns 8
nearest_po2(0) # Returns 0 (this may not be what you expect)
nearest_po2(-1) # Returns 0 (this may not be what you expect)
WARNING: Due to the way it is implemented, this function returns 0
rather than 1
for non-positive values of value
(in reality, 1 is the smallest integer power of 2).
Returns an integer representing the Unicode code point of the given Unicode character char
.
a = ord("A") # a is 65
a = ord("a") # a is 97
a = ord("โฌ") # a is 8364
This is the inverse of char.
Variant parse_json ( String json )
Parse JSON text to a Variant. (Use typeof to check if the Variant's type is what you expect.)
Note: The JSON specification does not define integer or float types, but only a number type. Therefore, parsing a JSON text will convert all numerical values to float types.
Note: JSON objects do not preserve key order like Godot dictionaries, thus, you should not rely on keys being in a certain order if a dictionary is constructed from JSON. In contrast, JSON arrays retain the order of their elements:
var p = JSON.parse('["hello", "world", "!"]')
if typeof(p.result) == TYPE_ARRAY:
print(p.result[0]) # Prints "hello"
else:
push_error("Unexpected results.")
See also JSON for an alternative way to parse JSON text.
Vector2 polar2cartesian ( float r, float th )
Converts a 2D point expressed in the polar coordinate system (a distance from the origin r
and an angle th
) to the cartesian coordinate system (X and Y axis).
Returns the integer modulus of a/b
that wraps equally in positive and negative.
for i in range(-3, 4):
print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
Produces:
-3 0 0
-2 -2 1
-1 -1 2
0 0 0
1 1 1
2 2 2
3 0 0
float pow ( float base, float exp )
Returns the result of base
raised to the power of exp
.
pow(2, 5) # Returns 32.0
Resource preload ( String path )
Returns a Resource from the filesystem located at path
. The resource is loaded during script parsing, i.e. is loaded with the script and 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 load.
Note: 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.
# Instance a scene.
var diamond = preload("res://diamond.tscn").instance()
void print ( ... ) vararg
Converts one or more arguments of any type to string in the best way possible and prints them to the console.
a = [1, 2, 3]
print("a", "=", a) # Prints a=[1, 2, 3]
Note: Consider using push_error and push_warning to print error and warning messages instead of print. This distinguishes them from print messages used for debugging purposes, while also displaying a stack trace when an error or warning is printed.
void print_debug ( ... ) vararg
Like print, but includes the current stack frame when running with the debugger turned on.
Output in the console would look something like this:
Test print
At: res://test.gd:15:_process()
void print_stack ( )
Prints a stack trace at the current code location. See also get_stack.
Output in the console would look something like this:
Frame 0 - res://test.gd:16 in function '_process'
Note: print_stack only works if the running instance is connected to a debugging server (i.e. an editor instance). print_stack will not work in projects exported in release mode, or in projects exported in debug mode if not connected to a debugging server.
void printerr ( ... ) vararg
Prints one or more arguments to strings in the best way possible to standard error line.
printerr("prints to stderr")
void printraw ( ... ) vararg
Prints one or more arguments to strings in the best way possible to console. No newline is added at the end.
printraw("A")
printraw("B")
# Prints AB
Note: Due to limitations with Godot's built-in console, this only prints to the terminal. If you need to print in the editor, use another method, such as print.
void prints ( ... ) vararg
Prints one or more arguments to the console with a space between each argument.
prints("A", "B", "C") # Prints A B C
void printt ( ... ) vararg
Prints one or more arguments to the console with a tab between each argument.
printt("A", "B", "C") # Prints A B C
void push_error ( String message )
Pushes an error message to Godot's built-in debugger and to the OS terminal.
push_error("test error") # Prints "test error" to debugger and terminal as error call
Note: Errors printed this way will not pause project execution. To print an error message and pause project execution in debug builds, use assert(false, "test error")
instead.
void push_warning ( String message )
Pushes a warning message to Godot's built-in debugger and to the OS terminal.
push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call
Converts an angle expressed in radians to degrees.
rad2deg(0.523599) # Returns 30.0
float rand_range ( float from, float to )
Returns a random floating point value between from
and to
(both endpoints inclusive).
prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263
Note: This is equivalent to randf() * (to - from) + from
.
Random from seed: pass a seed
, and an array with both number and new seed is returned. "Seed" here refers to the internal state of the pseudo random number generator. The internal state of the current implementation is 64 bits.
float randf ( )
Returns a random floating point value on the interval [0, 1]
.
randf() # Returns e.g. 0.375671
int randi ( )
Returns a random unsigned 32-bit integer. Use remainder to obtain a random value in the interval [0, N - 1]
(where N is smaller than 2^32).
randi() # Returns random integer between 0 and 2^32 - 1
randi() % 20 # Returns random integer between 0 and 19
randi() % 100 # Returns random integer between 0 and 99
randi() % 100 + 1 # Returns random integer between 1 and 100
void randomize ( )
Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.
func _ready():
randomize()
Array range ( ... ) vararg
Returns an array with the given range. range can be called in three ways:
range(n: int)
: Starts from 0, increases by steps of 1, and stops before n
. The argument n
is exclusive.
range(b: int, n: int)
: Starts from b
, increases by steps of 1, and stops before n
. The arguments b
and n
are inclusive and exclusive, respectively.
range(b: int, n: int, s: int)
: Starts from b
, increases/decreases by steps of s
, and stops before n
. The arguments b
and n
are inclusive and exclusive, respectively. The argument s
can be negative, but not 0
. If s
is 0
, an error message is printed.
range converts all arguments to int before processing.
Note: Returns an empty array if no value meets the value constraint (e.g. range(2, 5, -1)
or range(5, 5, 1)
).
Examples:
print(range(4)) # Prints [0, 1, 2, 3]
print(range(2, 5)) # Prints [2, 3, 4]
print(range(0, 6, 2)) # Prints [0, 2, 4]
print(range(4, 1, -1)) # Prints [4, 3, 2]
To iterate over an Array backwards, use:
var array = [3, 6, 9]
for i in range(array.size(), 0, -1):
print(array[i - 1])
Output:
9
6
3
float range_lerp ( float value, float istart, float istop, float ostart, float ostop )
Maps a value
from range [istart, istop]
to [ostart, ostop]
. See also lerp and inverse_lerp. If value
is outside [istart, istop]
, then the resulting value will also be outside [ostart, ostop]
. Use clamp on the result of range_lerp if this is not desired.
range_lerp(75, 0, 100, -1, 1) # Returns 0.5
For complex use cases where you need multiple ranges, consider using Curve or Gradient instead.
Rounds s
to the nearest whole number, with halfway cases rounded away from zero.
a = round(2.49) # a is 2.0
a = round(2.5) # a is 3.0
a = round(2.51) # a is 3.0
See also floor, ceil, stepify, and int.
void seed ( int seed )
Sets seed for the random number generator.
my_seed = "Godot Rocks"
seed(my_seed.hash())
Returns the sign of s
: -1 or 1. Returns 0 if s
is 0.
sign(-6) # Returns -1
sign(0) # Returns 0
sign(6) # Returns 1
Returns the sine of angle s
in radians.
sin(0.523599) # Returns 0.5
Returns the hyperbolic sine of s
.
a = log(2.0) # Returns 0.693147
sinh(a) # Returns 0.75
float smoothstep ( float from, float to, float s )
Returns the result of smoothly interpolating the value of s
between 0
and 1
, based on the where s
lies with respect to the edges from
and to
.
The return value is 0
if s <= from
, and 1
if s >= to
. If s
lies between from
and to
, the returned value follows an S-shaped curve that maps s
between 0
and 1
.
This S-shaped curve is the cubic Hermite interpolator, given by f(y) = 3*y^2 - 2*y^3
where y = (x-from) / (to-from)
.
smoothstep(0, 2, -5.0) # Returns 0.0
smoothstep(0, 2, 0.5) # Returns 0.15625
smoothstep(0, 2, 1.0) # Returns 0.5
smoothstep(0, 2, 2.0) # Returns 1.0
Compared to ease with a curve value of -1.6521
, smoothstep returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use Tween or AnimationPlayer.
Comparison between smoothstep() and ease(x, -1.6521) return values
Returns the square root of s
, where s
is a non-negative number.
sqrt(9) # Returns 3
Note: Negative values of s
return NaN. If you need negative inputs, use System.Numerics.Complex
in C#.
int step_decimals ( float step )
Returns the position of the first non-zero digit, after the decimal point. Note that the maximum return value is 10, which is a design decision in the implementation.
n = step_decimals(5) # n is 0
n = step_decimals(1.0005) # n is 4
n = step_decimals(0.000000005) # n is 9
float stepify ( float s, float step )
Snaps float value s
to a given step
. This can also be used to round a floating point number to an arbitrary number of decimals.
stepify(100, 32) # Returns 96.0
stepify(3.14159, 0.01) # Returns 3.14
See also ceil, floor, round, and int.
String str ( ... ) vararg
Converts one or more arguments of any type to string in the best way possible.
var a = [10, 20, 30]
var b = str(a);
len(a) # Returns 3
len(b) # Returns 12
Variant str2var ( String string )
Converts a formatted string that was returned by var2str to the original value.
a = '{ "a": 1, "b": 2 }'
b = str2var(a)
print(b["a"]) # Prints 1
Returns the tangent of angle s
in radians.
tan(deg2rad(45)) # Returns 1
Returns the hyperbolic tangent of s
.
a = log(2.0) # a is 0.693147
b = tanh(a) # b is 0.6
String to_json ( Variant var )
Converts a Variant var
to JSON text and return the result. Useful for serializing data to store or send over the network.
# Both numbers below are integers.
a = { "a": 1, "b": 2 }
b = to_json(a)
print(b) # {"a":1, "b":2}
# Both numbers above are floats, even if they display without any decimal places.
Note: The JSON specification does not define integer or float types, but only a number type. Therefore, converting a Variant to JSON text will convert all numerical values to float types.
See also JSON for an alternative way to convert a Variant to JSON text.
bool type_exists ( String type )
Returns whether the given class exists in ClassDB.
type_exists("Sprite") # Returns true
type_exists("Variant") # Returns false
Returns the internal type of the given Variant object, using the Variant.Type values.
p = parse_json('["a", "b", "c"]')
if typeof(p) == TYPE_ARRAY:
print(p[0]) # Prints a
else:
print("unexpected results")
String validate_json ( String json )
Checks that json
is valid JSON data. Returns an empty string if valid, or an error message otherwise.
j = to_json([1, 2, 3])
v = validate_json(j)
if not v:
print("Valid JSON.")
else:
push_error("Invalid JSON: " + v)
PoolByteArray var2bytes ( Variant var, bool full_objects=false )
Encodes a variable value to a byte array. When full_objects
is true
encoding objects is allowed (and can potentially include code).
String var2str ( Variant var )
Converts a Variant var
to a formatted string that can later be parsed using str2var.
a = { "a": 1, "b": 2 }
print(var2str(a))
prints
{
"a": 1,
"b": 2
}
WeakRef weakref ( Object obj )
Returns a weak reference to an object.
A weak reference to an object is not enough to keep the object alive: when the only remaining references to a referent are weak references, garbage collection is free to destroy the referent and reuse its memory for something else. However, until the object is actually destroyed the weak reference may return the object even if there are no strong references to it.
float wrapf ( float value, float min, float max )
Wraps float value
between min
and max
.
Usable for creating loop-alike behavior or infinite surfaces.
# Infinite loop between 5.0 and 9.9
value = wrapf(value + 0.1, 5.0, 10.0)
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, 0.0, TAU)
# Infinite rotation (in radians)
angle = wrapf(angle + 0.1, -PI, PI)
Note: If min
is 0
, this is equivalent to fposmod, so prefer using that instead.
wrapf
is more flexible than using the fposmod approach by giving the user control over the minimum value.
int wrapi ( int value, int min, int max )
Wraps integer value
between min
and max
.
Usable for creating loop-alike behavior or infinite surfaces.
# Infinite loop between 5 and 9
frame = wrapi(frame + 1, 5, 10)
# result is -2
var result = wrapi(-6, -5, -1)
Note: If min
is 0
, this is equivalent to posmod, so prefer using that instead.
wrapi
is more flexible than using the posmod approach by giving the user control over the minimum value.
GDScriptFunctionState yield ( Object object=null, String signal="" )
Stops the function execution and returns the current suspended state to the calling function.
From the caller, call GDScriptFunctionState.resume on the state to resume execution. This invalidates the state. Within the resumed function, yield()
returns whatever was passed to the resume()
function call.
If passed an object and a signal, the execution is resumed when the object emits the given signal. In this case, yield()
returns the argument passed to emit_signal()
if the signal takes only one argument, or an array containing all the arguments passed to emit_signal()
if the signal takes multiple arguments.
You can also use yield
to wait for a function to finish:
func _ready():
yield(countdown(), "completed") # waiting for the countdown() function to complete
print('Ready')
func countdown():
yield(get_tree(), "idle_frame") # returns a GDScriptFunctionState object to _ready()
print(3)
yield(get_tree().create_timer(1.0), "timeout")
print(2)
yield(get_tree().create_timer(1.0), "timeout")
print(1)
yield(get_tree().create_timer(1.0), "timeout")
# prints:
# 3
# 2
# 1
# Ready
When yielding on a function, the completed
signal will be emitted automatically when the function returns. It can, therefore, be used as the signal
parameter of the yield
method to resume.
In order to yield on a function, the resulting function should also return a GDScriptFunctionState
. Notice yield(get_tree(), "idle_frame")
from the above example.