b087538119
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
68 lines
3.1 KiB
XML
68 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="bool" version="3.5" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Boolean built-in type.
|
|
</brief_description>
|
|
<description>
|
|
Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
|
|
Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
|
|
[codeblock]
|
|
var can_shoot = true
|
|
|
|
func shoot():
|
|
if can_shoot:
|
|
pass # 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" />
|
|
<argument index="0" name="from" type="int" />
|
|
<description>
|
|
Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
|
|
</description>
|
|
</method>
|
|
<method name="bool">
|
|
<return type="bool" />
|
|
<argument index="0" name="from" type="float" />
|
|
<description>
|
|
Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
|
|
</description>
|
|
</method>
|
|
<method name="bool">
|
|
<return type="bool" />
|
|
<argument index="0" name="from" type="String" />
|
|
<description>
|
|
Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings.
|
|
Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<constants>
|
|
</constants>
|
|
</class>
|