@GDScript

    List of core built-in GDScript functions. Math functions and other utilities. Everything else is provided by objects. (Keywords: builtin, built in, global functions.)

    • PI = 3.141593 —- Constant that represents how many times the diameter of a circle fits around its perimeter. This is equivalent to .

    • 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 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 and will result in a run-time error instead.

    • Color8 ( int r8, g8, int b8, 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


    Returns a color according to the standardized name with alpha ranging from 0 to 1.

    1. red = ColorN("red", 1)

    Supported color names are the same as the constants defined in .


    Returns the absolute value of parameter s (i.e. positive value).

    1. a = abs(-1) # a is 1

    Returns the arc cosine of s in radians. Use to get the angle of cosine s. s must be between -1.0 and 1.0 (inclusive), otherwise, acos will return .

    1. # c is 0.523599 or 30 degrees if converted with rad2deg(s)
    2. c = acos(0.866025)

    Returns the arc sine of s in radians. Use to get the angle of sine s. s must be between -1.0 and 1.0 (inclusive), otherwise, asin will return .

    1. # s is 0.523599 or 30 degrees if converted with rad2deg(s)
    2. s = asin(0.5)

    • void assert ( bool condition, 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 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.

    1. # Imagine we always want speed to be between 0 and 20.
    2. var speed = -10
    3. assert(speed < 20) # True, the program will continue
    4. assert(speed >= 0) # False, the program will stop
    5. assert(speed >= 0 and speed < 20) # You can also combine the two conditional statements in one check
    6. 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 if you have both y and x.

    1. a = atan(0.5) # a is 0.463648

    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.

    1. a = atan2(0, -1) # a is 3.141593

    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).


    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.

    1. a = ceil(1.45) # a is 2.0
    2. a = ceil(1.001) # a is 2.0

    See also , round, , and int.


    • char ( int code )

    Returns a character as a String of the given Unicode code point (which is compatible with ASCII code).

    1. a = char(65) # a is "A"
    2. a = char(65 + 32) # a is "a"
    3. a = char(8364) # a is "€"

    This is the inverse of .


    Clamps value and returns a value not less than min and not more than max.

    1. a = clamp(1000, 1, 20) # a is 20
    2. a = clamp(-10, 1, 20) # a is 1
    3. a = clamp(15, 1, 20) # a is 15

    Converts from a type to another in the best way possible. The type parameter uses the values.

    1. a = Vector2(1, 0)
    2. # Prints 1
    3. print(a.length())
    4. a = convert(a, TYPE_STRING)
    5. # Prints 6 as "(1, 0)" is 6 characters
    6. print(a.length())

    Returns the cosine of angle s in radians.

    1. a = cos(TAU) # a is 1.0
    2. a = cos(PI) # a is -1.0

    Returns the hyperbolic cosine of s in radians.

    1. print(cosh(1)) # Prints 1.543081

    Converts from decibels to linear energy (audio).


    • int decimals ( step )

    Deprecated alias for step_decimals.


    Note: dectime has been deprecated and will be removed in Godot 4.0, please use instead.

    Returns the result of value decreased by step * amount.

    1. a = dectime(60, 10, 0.1)) # a is 59.0

    Compares two values by checking their actual contents, recursing into any or Dictionary up to its deepest level.

    This compares to == in a number of ways:

    • For null, int, float, String, Object and RID both deep_equal and == work the same.

    • For Dictionary, == considers equality if, and only if, both variables point to the very same Dictionary, with no recursion or awareness of the contents at all.

    • For Array, == considers equality if, and only if, each item in the first Array is equal to its counterpart in the second Array, as told by == itself. That implies that == recurses into Array, but not into Dictionary.

    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.

    1. r = deg2rad(180) # r is 3.141593

    Converts a dictionary (previously created with ) back to an instance. Useful for deserializing.


    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:

    1. - Lower than -1.0 (exclusive): Ease in-out
    2. - 1.0: Linear
    3. - Between -1.0 and 0.0 (exclusive): Ease out-in
    4. - 0.0: Constant
    5. - Between 0.0 to 1.0 (exclusive): Ease out
    6. - 1.0: Linear
    7. - Greater than 1.0 (exclusive): Ease in

    See also smoothstep. If you need to perform more advanced transitions, use 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 .

    1. a = exp(2) # Approximately 7.39

    Rounds s downward (towards negative infinity), returning the largest whole number that is not more than s.

    1. a = floor(2.45) # a is 2.0
    2. a = floor(2.99) # a is 2.0
    3. a = floor(-2.99) # a is -3.0

    See also ceil, , stepify, and .

    Note: This method returns a float. If you need an integer and s is a non-negative number, you can use int(s) directly.


    Returns the floating-point remainder of a/b, keeping the sign of a.

    1. r = fmod(7, 5.5) # r is 1.5

    For the integer remainder operation, use the % operator.


    Returns the floating-point modulus of a/b that wraps equally in positive and negative.

    1. for i in 7:
    2. var x = 0.5 * i - 1.5
    3. print("%4.1f %4.1f %4.1f" % [x, fmod(x, 1.5), fposmod(x, 1.5)])

    Produces:

    1. -1.5 -0.0 0.0
    2. -1.0 -1.0 0.5
    3. -0.5 -0.5 1.0
    4. 0.0 0.0 0.0
    5. 0.5 0.5 0.5
    6. 1.0 1.0 1.0
    7. 1.5 0.0 0.0

    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 in a variable and call it later.

    1. func foo():
    2. return("bar")
    3. a = funcref(self, "foo")
    4. print(a.call_func()) # Prints bar

    Returns an array of dictionaries representing the current call stack.

    1. func _ready():
    2. foo()
    3. func foo():
    4. bar()
    5. func bar():
    6. print(get_stack())

    Returns the integer hash of the variable passed.

    1. print(hash("a")) # Prints 177670

    Returns the passed instance converted to a dictionary (useful for serializing).

    1. var foo = "bar"
    2. func _ready():
    3. var d = inst2dict(self)
    4. print(d.values())

    Prints out:

    1. [@subpath, @path, foo]
    2. [, res://test.gd, bar]

    • instance_from_id ( int instance_id )

    Returns the Object that corresponds to instance_id. All Objects have a unique instance ID.

    1. var foo = "bar"
    2. func _ready():
    3. var id = get_instance_id()
    4. var inst = instance_from_id(id)
    5. print(inst.foo) # Prints bar

    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).

    See also which performs the reverse of this operation.


    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).


    • 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.


    • is_zero_approx ( float s )

    Returns true if s is zero or almost zero.

    This method is faster than using with one value as zero.


    • int len ( var )

    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.

    1. a = [1, 2, 3, 4]
    2. len(a) # Returns 4

    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.

    If the from and to arguments are of type int or , the return value is a float.

    If both are of the same vector type (, Vector3 or ), the return value will be of the same type (lerp then calls the vector type’s linear_interpolate method).

    1. lerp(0, 4, 0.75) # Returns 3.0
    2. 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 , combine it with ease or .


    Linearly interpolates between two angles (in radians) by a normalized value.

    Similar to lerp, but interpolates correctly when the angles wrap around . To perform eased interpolation with lerp_angle, combine it with or smoothstep.

    1. extends Sprite
    2. var elapsed = 0.0
    3. func _process(delta):
    4. var min_angle = deg2rad(0.0)
    5. var max_angle = deg2rad(90.0)
    6. rotation = lerp_angle(min_angle, max_angle, elapsed)
    7. 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:

    1. # "Slider" refers to a node that inherits Range such as HSlider or VSlider.
    2. # Its range must be configured to go from 0 to 1.
    3. # Change the bus name if you'd like to change the volume of a specific bus only.
    4. 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 .

    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.

    1. # Load a scene called main located in the root of the project directory and cache it in a variable.
    2. 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.


    Natural logarithm. 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.

    1. log(10) # Returns 2.302585

    Note: The logarithm of 0 returns -inf, while negative values return -nan.


    Returns the maximum of two values.

    1. max(1, 2) # Returns 2
    2. max(-3.99, -4) # Returns -3.99

    Returns the minimum of two values.

    1. min(1, 2) # Returns 1
    2. min(-3.99, -4) # Returns -4

    Moves from toward to by the delta value.

    Use a negative delta value to move away.

    1. move_toward(5, 10, 4) # Returns 9
    2. move_toward(10, 5, 4) # Returns 6
    3. move_toward(10, 5, -1.5) # Returns 11.5

    • nearest_po2 ( int value )

    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.

    1. nearest_po2(3) # Returns 4
    2. nearest_po2(4) # Returns 4
    3. nearest_po2(5) # Returns 8
    4. nearest_po2(0) # Returns 0 (this may not be what you expect)
    5. 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.

    1. a = ord("A") # a is 65
    2. a = ord("a") # a is 97
    3. a = ord("€") # a is 8364

    This is the inverse of .


    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 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:

    1. var p = JSON.parse('["hello", "world", "!"]')
    2. if typeof(p.result) == TYPE_ARRAY:
    3. print(p.result[0]) # Prints "hello"
    4. else:
    5. push_error("Unexpected results.")

    See also JSON for an alternative way to parse JSON text.


    • polar2cartesian ( float r, 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.

    1. for i in range(-3, 4):
    2. print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])

    Produces:

    1. -3 0 0
    2. -2 -2 1
    3. -1 -1 2
    4. 0 0 0
    5. 1 1 1
    6. 2 2 2
    7. 3 0 0

    Returns the result of base raised to the power of exp.

    1. pow(2, 5) # Returns 32.0

    Returns a Resource from the filesystem located at path. The resource is loaded during script parsing, i.e. is loaded with the script and 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.

    1. # Instance a scene.
    2. 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.

    1. a = [1, 2, 3]
    2. print("a", "=", a) # Prints a=[1, 2, 3]

    Note: Consider using and push_warning to print error and warning messages instead of . 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:

    1. Test print
    2. At: res://test.gd:15:_process()

    • void print_stack ( )

    Prints a stack track at code location, only works when running with debugger turned on.

    Output in the console would look something like this:

    1. Frame 0 - res://test.gd:16 in function '_process'

    • void printerr () vararg

    Prints one or more arguments to strings in the best way possible to standard error line.

    1. 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.

    1. printraw("A")
    2. printraw("B")
    3. # 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 .


    • void prints () vararg

    Prints one or more arguments to the console with a space between each argument.

    1. 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.

    1. 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.

    1. 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 ( message )

    Pushes a warning message to Godot’s built-in debugger and to the OS terminal.

    1. push_warning("test warning") # Prints "test warning" to debugger and terminal as warning call

    Converts an angle expressed in radians to degrees.

    1. rad2deg(0.523599) # Returns 30.0

    Returns a random floating point value between from and to (both endpoints inclusive).

    1. 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.


    • rand_seed ( int seed )

    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.


    • randf ( )

    Returns a random floating point value on the interval [0, 1].

    1. randf() # Returns e.g. 0.375671

    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).


    • void randomize ( )

    Randomizes the seed (or the internal state) of the random number generator. Current implementation reseeds using a number based on time.

    1. func _ready():
    2. randomize()

    Returns an array with the given 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 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 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:

    1. print(range(4)) # Prints [0, 1, 2, 3]
    2. print(range(2, 5)) # Prints [2, 3, 4]
    3. print(range(0, 6, 2)) # Prints [0, 2, 4]
    4. print(range(4, 1, -1)) # Prints [4, 3, 2]

    To iterate over an Array backwards, use:

    1. var array = [3, 6, 9]
    2. for i in range(array.size(), 0, -1):
    3. print(array[i - 1])

    Output:

    1. 9
    2. 6
    3. 3

    Maps a value from range [istart, istop] to [ostart, ostop].

    1. range_lerp(75, 0, 100, -1, 1) # Returns 0.5

    Rounds s to the nearest whole number, with halfway cases rounded away from zero.

    1. a = round(2.49) # a is 2.0
    2. a = round(2.5) # a is 3.0
    3. a = round(2.51) # a is 3.0

    See also , ceil, , and int.


    • void seed ( seed )

    Sets seed for the random number generator.

    1. my_seed = "Godot Rocks"
    2. seed(my_seed.hash())

    Returns the sign of s: -1 or 1. Returns 0 if s is 0.

    1. sign(-6) # Returns -1
    2. sign(0) # Returns 0
    3. sign(6) # Returns 1

    Returns the sine of angle s in radians.

    1. sin(0.523599) # Returns 0.5

    Returns the hyperbolic sine of s.

    1. a = log(2.0) # Returns 0.693147
    2. sinh(a) # Returns 0.75

    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).

    1. smoothstep(0, 2, -5.0) # Returns 0.0
    2. smoothstep(0, 2, 0.5) # Returns 0.15625
    3. smoothstep(0, 2, 1.0) # Returns 0.5
    4. smoothstep(0, 2, 2.0) # Returns 1.0

    Compared to ease with a curve value of -1.6521, returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use Tween or .

    Comparison between smoothstep() and ease(x, -1.6521) return values


    Returns the square root of s, where s is a non-negative number.

    1. sqrt(9) # Returns 3

    Note: Negative values of s return NaN. If you need negative inputs, use System.Numerics.Complex in C#.


    • 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.

    1. n = step_decimals(5) # n is 0
    2. n = step_decimals(1.0005) # n is 4
    3. n = step_decimals(0.000000005) # n is 9

    • stepify ( float s, 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.

    1. stepify(100, 32) # Returns 96.0
    2. stepify(3.14159, 0.01) # Returns 3.14

    See also ceil, , round, and .


    Converts one or more arguments of any type to string in the best way possible.

    1. var a = [10, 20, 30]
    2. var b = str(a);
    3. len(a) # Returns 3
    4. len(b) # Returns 12

    Converts a formatted string that was returned by to the original value.

    1. a = '{ "a": 1, "b": 2 }'
    2. b = str2var(a)
    3. print(b["a"]) # Prints 1

    Returns the tangent of angle s in radians.

    1. tan(deg2rad(45)) # Returns 1

    Returns the hyperbolic tangent of s.

    1. a = log(2.0) # a is 0.693147
    2. b = tanh(a) # b is 0.6

    Converts a Variant var to JSON text and return the result. Useful for serializing data to store or send over the network.

    1. # Both numbers below are integers.
    2. a = { "a": 1, "b": 2 }
    3. b = to_json(a)
    4. print(b) # {"a":1, "b":2}
    5. # 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 to JSON text will convert all numerical values to float types.

    See also for an alternative way to convert a Variant to JSON text.


    Returns whether the given class exists in .

    1. type_exists("Sprite") # Returns true
    2. type_exists("Variant") # Returns false

    • int typeof ( what )

    Returns the internal type of the given Variant object, using the Variant.Type values.

    1. p = parse_json('["a", "b", "c"]')
    2. if typeof(p) == TYPE_ARRAY:
    3. print(p[0]) # Prints a
    4. else:
    5. print("unexpected results")

    • validate_json ( String json )

    Checks that json is valid JSON data. Returns an empty string if valid, or an error message otherwise.

    1. j = to_json([1, 2, 3])
    2. v = validate_json(j)
    3. if not v:
    4. print("Valid JSON.")
    5. else:
    6. push_error("Invalid JSON: " + v)

    • var2bytes ( Variant var, 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).


    Converts a Variant var to a formatted string that can later be parsed using str2var.

    1. a = { "a": 1, "b": 2 }
    2. print(var2str(a))

    prints

    1. {
    2. "a": 1,
    3. "b": 2
    4. }

    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.


    Wraps float value between min and max.

    Usable for creating loop-alike behavior or infinite surfaces.

    1. # Infinite loop between 5.0 and 9.9
    2. value = wrapf(value + 0.1, 5.0, 10.0)
    1. # Infinite rotation (in radians)
    2. angle = wrapf(angle + 0.1, 0.0, TAU)
    1. # Infinite rotation (in radians)
    2. angle = wrapf(angle + 0.1, -PI, PI)

    Note: If min is 0, this is equivalent to , so prefer using that instead.

    wrapf is more flexible than using the fposmod approach by giving the user control over the minimum value.


    • wrapi ( int value, min, int max )

    Wraps integer value between min and max.

    Usable for creating loop-alike behavior or infinite surfaces.

    1. # Infinite loop between 5 and 9
    2. frame = wrapi(frame + 1, 5, 10)

    Note: If min is 0, this is equivalent to , so prefer using that instead.

    wrapi is more flexible than using the posmod approach by giving the user control over the minimum value.


    • yield ( Object object=null, 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:

    1. func _ready():
    2. yield(countdown(), "completed") # waiting for the countdown() function to complete
    3. print('Ready')
    4. func countdown():
    5. yield(get_tree(), "idle_frame") # returns a GDScriptFunctionState object to _ready()
    6. print(3)
    7. yield(get_tree().create_timer(1.0), "timeout")
    8. print(2)
    9. yield(get_tree().create_timer(1.0), "timeout")
    10. print(1)
    11. yield(get_tree().create_timer(1.0), "timeout")
    12. # prints:
    13. # 3
    14. # 2
    15. # 1

    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.