GDScript style guide
Description
This styleguide lists conventions to write elegant GDScript. The goal is to encourage writing clean, readable code and promote consistency across projects, discussions, and tutorials. Hopefully, this will also encourage development of auto-formatting tools.
Since GDScript is close to Python, this guide is inspired by Python’s PEP 8 programming styleguide.
Note
Godot’s built-in script editor uses a lot of these conventions by default. Let it help you.
Code structure
Indentation
Indent type: Tabs (editor default)
Indent size: 4 (editor default)
Each indent level should be one greater than the block containing it.
Good:
for i in range(10):
print("hello")
Bad:
for i in range(10):
print("hello")
for i in range(10):
print("hello")
Use 2 indent levels to distinguish continuation lines from regular code blocks.
Good:
effect.interpolate_property(sprite, 'transform/scale',
sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
Tween.TRANS_QUAD, Tween.EASE_OUT)
Bad:
effect.interpolate_property(sprite, 'transform/scale',
sprite.get_scale(), Vector2(2.0, 2.0), 0.3,
Tween.TRANS_QUAD, Tween.EASE_OUT)
Blank lines
Surround functions and class definitions with two blank lines:
func heal(amount):
health += amount
health = min(health, max_health)
emit_signal("health_changed", health)
func take_damage(amount, effect=null):
health -= amount
health = max(0, health)
emit_signal("health_changed", health)
Use one blank line inside functions to separate logical sections.
One statement per line
Never combine multiple statements on a single line. No, C programmers, not with a single line conditional statement (except with the ternary operator)!
Good:
if position.x > width:
position.x = 0
if flag:
print("flagged")
Bad:
if position.x > width: position.x = 0
if flag: print("flagged")
Avoid unnecessary parentheses
Avoid parentheses in expressions and conditional statements. Unless necessary for order of operations, they only reduce readability.
Good:
if is_colliding():
queue_free()
Bad:
if (is_colliding()):
queue_free()
Whitespace
Always use one space around operators and after commas. Avoid extra spaces in dictionary references and function calls, or to create “columns.”
Good:
position.x = 5
position.y = mpos.y + 10
dict['key'] = 5
myarray = [4, 5, 6]
print('foo')
Bad:
position.x=5
position.y = mpos.y+10
dict ['key'] = 5
myarray = [4,5,6]
print ('foo')
NEVER:
x = 100
y = 100
velocity = 500
Naming conventions
These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, which is ugly.
Classes and nodes
Use PascalCase: extends KinematicBody
Also when loading a class into a constant or variable:
const MyCoolNode = preload('res://my_cool_node.gd')
Functions and variables
Use snake_case: get_node()
Prepend a single underscore (_) to virtual methods (functions the user must override), private functions, and private variables: func _ready()
Signals
Use past tense:
signal door_opened
signal score_changed
Constants
Use CONSTANT_CASE, all caps, with an underscore (_) to separate words: const MAX_SPEED = 200
Static typing
Since Godot 3.1, GDScript supports optional static typing.
Type hints
Place the colon right after the variable’s name, without a space, and let the GDScript compiler infer the variable’s type when possible.
Good:
onready var health_bar: ProgressBar = get_node("UI/LifeBar")
var health := 0 # The compiler will use the int type
Bad:
# The compiler can't infer the exact type and will use Node
# instead of ProgressBar
onready var health_bar := get_node("UI/LifeBar")
When you let the compiler infer the type hint, write the colon and equal signs together: :=
.
var health := 0 # The compiler will use the int type
Add a space on either sides of the return type arrow when defining functions.
func heal(amount: int) -> void: