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+ + + + + + + + + + + + + + + + +All of Godot's APIs are defined within the godot
namespace.
No API names have been renamed or changed, so you shouldn't need to change your habits.
+GDScript | +JavaScript | +
---|---|
null | +null | +
int | +number | +
float | +number | +
String | +string | +
Array | +Array | +
Dictionary | +Object | +
NodePath | +string | +
Object | +godot.Object | +
Resource | +godot.Resource | +
Vector2 | +godot.Vector2 | +
Color | +godot.Color | +
sin(v) | +godot.sin(v) | +
print(v) | +godot.print(v) | +
PI | +godot.PI | +
Color.black | +godot.Color.black | +
Control.CursorShape | +godot.Control.CursorShape | +
Label.Align.ALIGN_LEFT | +godot.Label.Align.ALIGN_LEFT | +
godot.Control.resized === 'resized' // true
godot.register_signal(cls, signal_name)
to register signalsgodot.register_property(cls, name, default_value)
to define and export propertiesgodot.register_class(cls, name)
to register named class manuallygodot.set_script_tooled(cls, tooled)
to set tooled
of the classgodot.set_script_icon(cls, path)
to set icon of the classgodot.get_type(val)
Returns the internal type of the given Variant
object, using the godot.TYPE_*
godot.yield(target, signal)
Returns a Promise which will be resolved when the signal emittedrequestAnimationFrame(callback)
registers a callback function to be called every frame, returns a request ID.cancelAnimationFrame(request_id)
to cancel a previously scheduled frame requestrequire(module_id)
to load a CommonJS module or load a resource file$
is the alias of Node.get_node
Allow passing functions for godot.Object.connect
, godot.Object.disconnect
, and godot.Object.is_connected
:
this.panel.connect(godot.Control.resized, (size) => {
+ console.log("The size of the panel changed to:", size);
+});
+
+Using await
to wait for signals
await godot.yield(
+ this.get_tree().create_timer(1),
+ godot.SceneTreeTimer.timeout
+);
+console.log("After one second to show");
+
+Preload resources with ECMAScript import statement
+import ICON from "res://icon.png";
+
+Multi-threading with minimal Worker API (This is an experimental feature)
+Start a new thread with Worker:
+const worker = new Worker("worker.js"); // Run worker.js in a new thread context
+worker.postMessage({ type: "load_dlc", value: "dlc01.pck" });
+worker.onmessage = function (msg) {
+ console.log("[MainThread] received message from worker thread:", msg);
+};
+
+Transfer value in different thread context with godot.abandon_value
and godot.adopt_value
:
// In worker thread
+let id = godot.abandon_value(object);
+postMessage({ type: "return_value", id: id });
+
+// In the host thread
+worker.onmessage = function (msg) {
+ if (typeof msg === "object" && msg.type === "return_value") {
+ let value_from_worker = godot.adopt_value(msg.id);
+ }
+};
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+