Godot Gdscript

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).

AI 生成的概览

指导为 Godot 4.x 编写符合习惯、带静态类型的 GDScript,涵盖生命周期、注解、信号与 await。

功能
该技能提供在 Godot 4.7 项目中编写 GDScript 2.0 的说明与代码范例,涵盖静态类型、节点生命周期回调、@export/@onready/@tool 注解、使用 Callable 连接的带类型信号、用于异步流程的 await,以及 lambda 和带类型数组。它还列出常见陷阱和 3.x 到 4.x 的迁移差异,并指向随附的注解与类型参考文件。
适用场景
适用于在 Godot 项目中编写、修复或调试 .gd 脚本,例如声明变量与函数、连接信号或等待协程。也用于在脚本无法解析时把 Godot 3.x 的 GDScript 迁移到 4.x。场景与节点结构、信号架构以及 C# 相关工作会转由其他技能处理。
运行要求
不附带脚本,只有说明文档和一个参考 Markdown 文件。需要具备含 .gd 脚本的 Godot 4.x 项目,以及用于查看解析和运行时错误的 Godot 编辑器或调试器。无需凭据或网络访问。

Godot GDScript (4.x)

Write correct, statically typed GDScript and use the node lifecycle and signal system the way the engine intends. Targets Godot 4.7 (GDScript 2.0).

When to use

  • Use when writing or fixing .gd files: declaring variables, functions, classes, using @export/@onready, connecting signals, or awaiting coroutines/signals.
  • Use when porting Godot 3.x scripts to 4.x and the script no longer parses.

When not to use: scene/node structure and instancing questions → godot-nodes-scenes; signal architecture/decoupling patterns → godot-signals-groups; using C# instead of GDScript → godot-csharp.

Core workflow

  1. Type everything you can. GDScript 2.0 supports static types (var hp: int = 10, func add(a: int, b: int) -> int:). Types catch errors at parse time and speed up the VM. Use := for inferred types.
  2. Use the lifecycle callbacks for their purpose: _ready() once when the node and its children enter the tree; _process(delta) every rendered frame; _physics_process(delta) on the fixed physics tick (use it for movement/physics).
  3. Grab node references with @onready, not in _init() — children do not exist until the node enters the tree.
  4. Expose tunables with @export so designers edit them in the Inspector.
  5. React to events with signals + await, not polling, where it reads cleanly.
  6. Run and read errors. The Debugger panel prints typed errors with line numbers; fix the first error first (later ones are often cascades).

Patterns

1. A typed script with lifecycle, @export, and @onready

gdscript
extends Node2Dclass_name Spinner            # registers a global type usable in other scripts
@export var speed: float = 90.0          # editable in the Inspector (degrees/sec)@export_range(0, 10, 0.5) var wobble := 2.0@onready var sprite: Sprite2D = $Sprite2D # resolved when the node enters the tree
func _ready() -> void:    # Runs once, after children are ready. Safe to touch $Sprite2D here.    sprite.modulate = Color.AQUA
func _process(delta: float) -> void:    # delta is seconds since last frame; multiply rates by it for FPS independence.    rotation_degrees += speed * delta

2. Signals: declare, emit, connect (4.x Callable syntax)

gdscript
extends Node
signal health_changed(current: int, maximum: int)   # typed signal params
var health := 100
func take_damage(amount: int) -> void:    health = max(health - amount, 0)    health_changed.emit(health, 100)     # 4.x: emit as a method on the signal
func _ready() -> void:    # 4.x: connect with a Callable, not a string method name.    health_changed.connect(_on_health_changed)
func _on_health_changed(current: int, maximum: int) -> void:    print("HP: %d/%d" % [current, maximum])

3. await — pause until a timer or signal fires (replaces 3.x yield)

gdscript
func flash_then_continue() -> void:    modulate = Color.RED    await get_tree().create_timer(0.2).timeout   # resume after 0.2s    modulate = Color.WHITE    # await any signal: var result = await some_node.some_signal

4. Lambdas, typed arrays, and safe access

gdscript
var enemies: Array[Node] = []                    # typed array
func cull_dead() -> void:    enemies = enemies.filter(func(e): return e.is_inside_tree())
func get_first_name(d: Dictionary) -> String:    return d.get("name", "unknown")              # default avoids missing-key errors

Pitfalls

  • 3.x → 4.x signal API changed. emit_signal("x") still works but prefer x.emit(...); connect("x", self, "_on_x") is gone — use x.connect(_on_x) with a Callable. yield(obj, "sig") is now await obj.sig.
  • export var is now @export var (annotation). Likewise onready→@onready, tool→@tool, remote/master RPC keywords → the @rpc(...) annotation.
  • @onready and $NodePath in _init() fail — the node isn't in the tree yet. Initialize node references in _ready() or with @onready.
  • Integer division truncates. 5 / 2 == 2. Use 5.0 / 2 or cast to float.
  • _process vs _physics_process. Put move_and_slide() and physics in _physics_process(delta); using _process makes motion frame-rate dependent.
  • class_name must be unique project-wide and is required to use the type name in other scripts or as an Inspector type.

References

  • For the full annotation list, advanced typing, and style conventions, read references/annotations-and-typing.md.

Related skills

  • godot-nodes-scenes — the scene tree, instancing, and autoloads.
  • godot-signals-groups — event-driven architecture with signals and groups.
  • godot-resources — data-driven design with custom Resource types.
  • godot-csharp — the same engine concepts using C#/.NET.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/godot/godot-gdscript提交d4b0e35

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