Godot Gdscript

作者 gamedev-skillsd4b0e35550c5無授權條款1.3K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫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 產生的概覽

指導為 Godot 4.x 撰寫符合慣例、具靜態型別的 GDScript,涵蓋生命週期、標註、訊號與 await。

功能
這個技能提供在 Godot 4.7 專案中撰寫 GDScript 2.0 的說明與程式碼範例,涵蓋靜態型別、節點生命週期回呼、@export/@onready/@tool 標註、以 Callable 連接的具型別訊號、用於非同步流程的 await,以及 lambda 與具型別陣列。它也列出常見陷阱與 3.x 到 4.x 的移轉差異,並指向隨附的標註與型別參考檔案。
適用情境
適用於在 Godot 專案中撰寫、修正或除錯 .gd 指令碼,例如宣告變數與函式、連接訊號或等待協程。也用於在指令碼無法解析時,把 Godot 3.x 的 GDScript 移轉到 4.x。場景與節點結構、訊號架構以及 C# 相關工作會交由其他技能處理。
執行需求
不隨附指令碼,只有說明文件與一份參考 Markdown 檔案。需要具備含 .gd 指令碼的 Godot 4.x 專案,以及用來查看解析與執行階段錯誤的 Godot 編輯器或除錯器。不需要憑證或網路存取。

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.

來源與署名

來源:gamedev-skills/awesome-gamedev-agent-skills位於skills/godot/godot-gdscript提交d4b0e35

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