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favicon.ico: docs.godotengine.org/en/stable/getting_started/step_by_step/scripting_first_script.html - Creating your first script  Go.

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site title: Creating your first script Godot Engine (stable) documentation in English

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description=In this lesson, you will code your first script to make the Godot icon turn in circles. As we mentioned in the introduction, we assume you have programming foundations. This tutorial is written for...;

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d descriptions editorinspector description properties methods signals method descriptions editorinspectorplugin description tutorials methods method descriptions editorinterface description properties methods property descriptions method descriptions editornode3dgizmo description methods method descriptions editornode3dgizmoplugin description tutorials methods method descriptions editorpaths description tutorials methods method descriptions editorplugin description tutorials methods signals enumerations method descriptions editorproperty description properties methods signals property descriptions method descriptions editorresourceconversionplugin description methods method descriptions editorresourcepicker description properties methods signals property descriptions method descriptions editorresourcepreview description methods signals method descriptions editorresourcepreviewgenerator description methods method descriptions editorresourcetooltipplugin description methods method 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operators constructor descriptions method descriptions operator descriptions stringname description constructors methods operators constructor descriptions method descriptions operator descriptions transform2d description tutorials properties constructors methods operators constants property descriptions constructor descriptions method descriptions operator descriptions transform3d description tutorials properties constructors methods operators constants property descriptions constructor descriptions method descriptions operator descriptions vector2 description tutorials properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions vector2i description tutorials properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions vector3 description tutorials properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions vector3i description tutorials properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions vector4 description properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions vector4i description properties constructors methods operators enumerations constants property descriptions constructor descriptions method descriptions operator descriptions godot engine godot engine 4 7 documentation in english step by step creating your first script edit on github learn how to contribute creating your first script in this lesson you will code your first script to make the godot icon turn in circles as we mentioned in the introduction we assume you have programming foundations this tutorial is written for gdscript and the equivalent c code is included in another tab of each codeblock for convenience see also to learn more about gdscript its keywords and its syntax head to the gdscript section to learn more about c head to the c net section project setup please create a new project to start with a clean slate your project should contain one picture the godot icon which we often use for prototyping in the community we need to create a sprite2d node to display it in the game in the scene dock click the other node button type sprite2d in the search bar to filter nodes and double click on sprite2d to create the node your scene tab should now only have a sprite2d node a sprite2d node needs a texture to display in the inspector on the right you can see that the texture property says empty to display the godot icon click and drag the file icon svg from the filesystem dock onto the texture slot note you can create sprite2d nodes automatically by dragging and dropping images on the viewport then click and drag the icon in the viewport to center it in the game view creating a new script to create and attach a new script to our node right click on sprite2d in the scene dock and select attach script the attach node script window appears it allows you to select the script s language and file path among other options change the template field from node default to object empty to start with a clean file leave the other options set to their default values and click the create button to create the script note c script names need to match their class name in this case you should name the file mysprite2d cs the script workspace should appear with your new sprite_2d gd file open and the following line of code gdscript c extends sprite2d using godot using system public partial class mysprite2d sprite2d every gdscript file is implicitly a class the extends keyword defines the class this script inherits or extends in this case it s sprite2d meaning our script will get access to all the properties and functions of the sprite2d node including classes it extends like node2d canvasitem and node note in gdscript if you omit the line with the extends keyword your class will implicitly extend refcounted which godot uses to manage your application s memory inherited properties include the ones you can see in the inspector dock like our node s texture note by default the inspector displays a node s properties in title case with capitalized words separated by a space in gdscript code these properties are in snake_case which is lowercase with each word separated by an underscore you can hover over any property s name in the inspector to see a description and its identifier in code hello world our script currently doesn t do anything let s make it print the text hello world to the output bottom panel to get started add the following code to your script gdscript c func _init print hello world public mysprite2d gd print hello world let s break it down the func keyword defines a new function named _init this is a special name for our class s constructor the engine calls _init on every object or node upon creating it in memory if you define this function note gdscript is an indent based language the tab at the start of the line that says print is necessary for the code to work if you omit it or don t indent a line correctly the editor will highlight it in red and display the following error message indented block expected save the scene as sprite_2d tscn if you haven t already then press f6 cmd r on macos to run it look at the output bottom panel that expands it should display hello world delete the _init function so you re only left with the line extends sprite2d turning around it s time to make our node move and rotate to do so we re going to add two member variables to our script the movement speed in pixels per second and the angular speed in radians per second add the following after the extends sprite2d line gdscript c var speed 400 var angular_speed pi private int _speed 400 private float _angularspeed mathf pi member variables sit near the top of the script after any extends lines but before functions every node instance with this script attached to it will have its own copy of the speed and angular_speed properties note angles in godot work in radians by default but you have built in functions and properties available if you prefer to calculate angles in degrees instead to move our icon we need to update its position and rotation every frame in the game loop we can use the _process virtual function of the node class if you define it in any class that extends the node class like sprite2d godot will call the function every frame and pass it an argument named delta the time elapsed since the last frame note games work by rendering many images per second each called a frame and they do so in a loop we measure the rate at which a game produces images in frames per second fps most games aim for 60 fps although you might find figures like 30 fps on slower mobile devices or 90 to 240 for virtual reality...
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