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Diffstat (limited to 'doc/classes/bool.xml')
-rw-r--r-- | doc/classes/bool.xml | 83 |
1 files changed, 67 insertions, 16 deletions
diff --git a/doc/classes/bool.xml b/doc/classes/bool.xml index 869fc14d40..ce4d000a9b 100644 --- a/doc/classes/bool.xml +++ b/doc/classes/bool.xml @@ -6,36 +6,87 @@ <description> 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. 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]. - [codeblock] - var can_shoot = true + [codeblocks] + [gdscript] + var _can_shoot = true func shoot(): - if can_shoot: + if _can_shoot: pass # Perform shooting actions here. - [/codeblock] + [/gdscript] + [csharp] + private bool _canShoot = true; + + public void Shoot() + { + if (_canShoot) + { + // Perform shooting actions here. + } + } + [/csharp] + [/codeblocks] 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]. [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. - [codeblock] - var can_shoot = true + [codeblocks] + [gdscript] + var _can_shoot = true func shoot(): - if can_shoot and Input.is_action_pressed("shoot"): + if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() - [/codeblock] + [/gdscript] + [csharp] + private bool _canShoot = true; + + public void Shoot() + { + if (_canShoot && Input.IsActionPressed("shoot")) + { + CreateBullet(); + } + } + [/csharp] + [/codeblocks] 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. - [codeblock] - var can_shoot = true - onready var cool_down = $CoolDownTimer + [gdscript] + var _can_shoot = true + onready var _cool_down = $CoolDownTimer func shoot(): - if can_shoot and Input.is_action_pressed("shoot"): + if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() - can_shoot = false - cool_down.start() + _can_shoot = false + _cool_down.start() func _on_CoolDownTimer_timeout(): - can_shoot = true - [/codeblock] + _can_shoot = true + [/gdscript] + [csharp] + private bool _canShoot = true; + private Timer _coolDown; + + public override void _Ready() + { + _coolDown = GetNode<Timer>("CoolDownTimer"); + } + + public void Shoot() + { + if (_canShoot && Input.IsActionPressed("shoot")) + { + CreateBullet(); + _canShoot = false; + _coolDown.Start(); + } + } + + public void OnCoolDownTimerTimeout() + { + _canShoot = true; + } + [/csharp] + [/codeblocks] </description> <tutorials> </tutorials> |