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<?xml version="1.0" encoding="UTF-8" ?>
<class name="bool" version="4.0">
	<brief_description>
		Boolean built-in type.
	</brief_description>
	<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].
		[codeblocks]
		[gdscript]
		var _can_shoot = true

		func shoot():
		    if _can_shoot:
		        pass # Perform shooting actions here.
		[/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.
		[codeblocks]
		[gdscript]
		var _can_shoot = true

		func shoot():
		    if _can_shoot and Input.is_action_pressed("shoot"):
		        create_bullet()
		[/gdscript]
		[csharp]
		private bool _canShoot = true;

		public void Shoot()
		{
		    if (_canShoot &amp;&amp; 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.
		[gdscript]
		var _can_shoot = true
		onready var _cool_down = $CoolDownTimer

		func shoot():
		    if _can_shoot and Input.is_action_pressed("shoot"):
		        create_bullet()
		        _can_shoot = false
		        _cool_down.start()

		func _on_CoolDownTimer_timeout():
		    _can_shoot = true
		[/gdscript]
		[csharp]
		private bool _canShoot = true;
		private Timer _coolDown;

		public override void _Ready()
		{
		    _coolDown = GetNode&lt;Timer&gt;("CoolDownTimer");
		}

		public void Shoot()
		{
		    if (_canShoot &amp;&amp; Input.IsActionPressed("shoot"))
		    {
		        CreateBullet();
		        _canShoot = false;
		        _coolDown.Start();
		    }
		}

		public void OnCoolDownTimerTimeout()
		{
		    _canShoot = true;
		}
		[/csharp]
		[/codeblocks]
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="bool">
			<return type="bool">
			</return>
			<argument index="0" name="from" type="int">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="bool">
			<return type="bool">
			</return>
			<argument index="0" name="from" type="float">
			</argument>
			<description>
				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.
			</description>
		</method>
		<method name="bool">
			<return type="bool">
			</return>
			<argument index="0" name="from" type="String">
			</argument>
			<description>
				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.
				Examples: [code]bool("False")[/code] returns [code]true[/code], [code]bool("")[/code] returns [code]false[/code].
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>