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			74 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			74 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
| <?xml version="1.0" encoding="UTF-8" ?>
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| <class name="bool" version="3.2">
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| 	<brief_description>
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| 		Boolean built-in type.
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| 	</brief_description>
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| 	<description>
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| 		Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as an switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements.
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| 		Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code].
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| 		[codeblock]
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| 		var can_shoot = true
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| 
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| 		func shoot():
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| 		    if can_shoot:
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| 		        pass # Perform shooting actions here.
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| 		[/codeblock]
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| 		The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code].
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| 		[b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed.
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| 		[codeblock]
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| 		var can_shoot = true
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| 
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| 		func shoot():
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| 		    if can_shoot and Input.is_action_pressed("shoot"):
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| 		        create_bullet()
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| 		[/codeblock]
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| 		The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again.
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| 		[codeblock]
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| 		var can_shoot = true
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| 		onready var cool_down = $CoolDownTimer
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| 
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| 		func shoot():
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| 		    if can_shoot and Input.is_action_pressed("shoot"):
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| 		        create_bullet()
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| 		        can_shoot = false
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| 		        cool_down.start()
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| 
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| 		func _on_CoolDownTimer_timeout():
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| 		    can_shoot = true
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| 		[/codeblock]
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| 	</description>
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| 	<tutorials>
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| 	</tutorials>
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| 	<methods>
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| 		<method name="bool">
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| 			<return type="bool">
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| 			</return>
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| 			<argument index="0" name="from" type="int">
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| 			</argument>
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| 			<description>
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| 				Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints.
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| 			</description>
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| 		</method>
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| 		<method name="bool">
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| 			<return type="bool">
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| 			</return>
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| 			<argument index="0" name="from" type="float">
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| 			</argument>
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| 			<description>
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| 				Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats.
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| 			</description>
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| 		</method>
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| 		<method name="bool">
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| 			<return type="bool">
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| 			</return>
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| 			<argument index="0" name="from" type="String">
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| 			</argument>
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| 			<description>
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| 				Cast a [String] value to a boolean value, this method will return [code]false[/code] if [code]""[/code] is passed in, and [code]true[/code] for all non-empty strings.
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| 				Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
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| 			</description>
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| 		</method>
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| 	</methods>
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| 	<constants>
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| 	</constants>
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| </class>
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