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2025-11-25 09:25:52 +01:00

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GDScript

# meta-name: Default template
# meta-description: Base template for Node with default Godot cycle methods and GDScript conventions
# meta-default: true
# meta-space-indent: 4
#This is consistent with how C++ files are named in Godot's source code. This also avoids case sensitivity issues that can crop up when exporting a project from Windows to other platforms.
#File name snake_case
#Functions snake_case
#Variables snake_case
#Signals snake_case Use the past tense to name signals (door_opened)
#Constants CONSTANT_CASE
#Enum names PascalCase Write enums with each item on its own line. This allows better documentation comments and cleaner diffs in version control
#Enum members CONSTANT_CASE Keep them singular, as they represent a type
#01. @tool, @icon, @static_unload
#02. class_name PascalCase
extends _BASE_
#04. ## doc comment
## A brief description of the class's role and functionality.
##
## The description of the script, what it can do,
## and any further detail.
#05. signals
#06. enums
#07. constants
#08. static variables
#09. @export variables
#10. remaning regular variables
#11. @onready variables
#12. static_init
# Called automatically when the class is loaded, after the static variables have been initialized
static func _static_init() -> void:
# my_static_var = 2
# A static constructor cannot take arguments and must not return any value.
pass
#13. remaining static methods
#14-1. overridden built-in virtual methods:
# Called upon creating the object in memory.
# Init can have parameters, but it is dangerous because when instantiated by godot, it will not call new() with parameters and so any object that has parameters in _init() will fail to load.
# Example: func _init(initial_name: String, initial_age: int)
# Can be called this way: var person: Person = Person.new("Gandalf", 24000)
func _init() -> void:
pass
# Called before _ready(). Called when the node enters the scene tree, likewise _exit_tree() is called when it exits the scene tree.
func _enter_tree() -> void:
pass
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
# Called at a fixed interval, independent of the game's frame rate, to ensure stable and consistent physics calculations
func _physics_process(float) -> void:
pass
#14-2. remaining virtual methods
#15. overridden custom methods
#16. remaining methods
#17. subclasses