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EN KO
OS:

GDScript Basics

Basic Syntax

Script structure
extends Node2D

# Class variables
var speed: float = 100.0
@export var health: int = 100
@onready var sprite = $Sprite2D

# Called when node enters scene tree
func _ready():
    print("Ready!")

# Called every frame
func _process(delta: float):
    position.x += speed * delta

# Called at fixed intervals (physics)
func _physics_process(delta: float):
    pass
Variables & types
# Basic types
var integer: int = 42
var floating: float = 3.14
var text: String = "Hello"
var flag: bool = true

# Collections
var array: Array = [1, 2, 3]
var dict: Dictionary = {"key": "value"}
var vector: Vector2 = Vector2(10, 20)
var vector3: Vector3 = Vector3(1, 2, 3)

# Type inference
var inferred := 100  # int

# Constants
const MAX_SPEED := 500

# Enums
enum State { IDLE, WALKING, JUMPING }

Nodes

Node Operations

Accessing nodes
# Get child node
var child = $ChildName
var child = get_node("ChildName")

# Get nested child
var nested = $Parent/Child/GrandChild

# Get parent
var parent = get_parent()

# Get tree root
var root = get_tree().root

# Find nodes
var nodes = get_tree().get_nodes_in_group("enemies")
var node = get_node_or_null("MaybeExists")

# @onready - assigns after _ready
@onready var player = $Player
Node manipulation
# Add/remove children
var node = Node2D.new()
add_child(node)
remove_child(node)
node.queue_free()  # Safe delete

# Reparent
node.reparent(new_parent)

# Instance scene
var scene = preload("res://Enemy.tscn")
var instance = scene.instantiate()
add_child(instance)

# Groups
add_to_group("enemies")
remove_from_group("enemies")
is_in_group("enemies")

Input

Input Handling

Input actions
func _process(delta):
    # Check action state
    if Input.is_action_pressed("move_right"):
        position.x += speed * delta
    
    if Input.is_action_just_pressed("jump"):
        jump()
    
    if Input.is_action_just_released("attack"):
        end_attack()
    
    # Get axis value (-1 to 1)
    var horizontal = Input.get_axis("move_left", "move_right")
    var vertical = Input.get_axis("move_up", "move_down")
    var direction = Vector2(horizontal, vertical).normalized()
Input events
func _input(event):
    if event is InputEventKey:
        if event.pressed and event.keycode == KEY_ESCAPE:
            get_tree().quit()
    
    if event is InputEventMouseButton:
        if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
            shoot()
    
    if event is InputEventMouseMotion:
        look_at(event.position)

func _unhandled_input(event):
    # Only called if not handled by UI

Physics

2D Physics

CharacterBody2D
extends CharacterBody2D

const SPEED = 300.0
const JUMP_VELOCITY = -400.0
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")

func _physics_process(delta):
    # Apply gravity
    if not is_on_floor():
        velocity.y += gravity * delta
    
    # Jump
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = JUMP_VELOCITY
    
    # Horizontal movement
    var direction = Input.get_axis("move_left", "move_right")
    if direction:
        velocity.x = direction * SPEED
    else:
        velocity.x = move_toward(velocity.x, 0, SPEED)
    
    move_and_slide()
Collision detection
# Area2D signals
func _on_area_2d_body_entered(body):
    if body.is_in_group("player"):
        print("Player entered")

func _on_area_2d_body_exited(body):
    pass

# Raycast
var ray = $RayCast2D
if ray.is_colliding():
    var collider = ray.get_collider()
    var point = ray.get_collision_point()

# Direct space query
var space = get_world_2d().direct_space_state
var query = PhysicsRayQueryParameters2D.create(from, to)
var result = space.intersect_ray(query)

Signals

Signal System

Signals
# Define signal
signal health_changed(new_health: int)
signal died

# Emit signal
func take_damage(amount: int):
    health -= amount
    health_changed.emit(health)
    if health <= 0:
        died.emit()

# Connect signal in code
func _ready():
    health_changed.connect(_on_health_changed)
    # Or with callable
    died.connect(func(): print("Player died"))

func _on_health_changed(new_health):
    $HealthBar.value = new_health

# One-shot connection
signal.connect(callback, CONNECT_ONE_SHOT)

Animation

AnimationPlayer

Animation control
@onready var anim = $AnimationPlayer

func _process(delta):
    if velocity.x != 0:
        anim.play("walk")
    else:
        anim.play("idle")

# Animation methods
anim.play("attack")
anim.play_backwards("attack")
anim.stop()
anim.pause()
anim.queue("next_anim")
anim.seek(1.5)  # Jump to time
anim.speed_scale = 2.0

# Check state
anim.is_playing()
anim.current_animation
Tweens
# Create tween
var tween = create_tween()

# Animate properties
tween.tween_property(self, "position", Vector2(100, 100), 1.0)
tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.5)

# Chaining
tween.tween_property(self, "scale", Vector2(2, 2), 0.5)
tween.tween_property(self, "scale", Vector2(1, 1), 0.5)

# Parallel
tween.set_parallel(true)

# Easing
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_BOUNCE)

# Callbacks
tween.tween_callback(func(): print("Done"))

Editor Shortcuts

Common Shortcuts

F5 Run project
F6 Run current scene
F7 Pause
F8 Stop
Ctrl+S Save scene
Ctrl+Shift+S Save all
Q Select mode
W Move mode
E Rotate mode
S Scale mode