Transitioning to GDScript 2.0
In Godot 4, the GDScript language backend was rewritten, allowing the runtime to be faster and more stable than it was in Godot 3.x. Some additions to the language were also implemented, which we will look at in this chapter: annotations that replace some keywords, such as export
; the set
and get
properties, which replace setget
; the await
keyword, which replaces yield
; and the super
keyword, which refers to the parent class object and makes it easier to call the parent class methods.
Typed arrays now allow us to create arrays of a specific type such as all strings, which helps to cut down on errors. We will look at two ways to write a lambda function with a button signal along with other examples using lambda functions. We will also look at two callable static methods and how to use callables with signals.
In this chapter, we will cover the following recipes:
- Investigating annotations in Godot 4
- Using properties with getters and setters
- Using the new
await
keyword and coroutines - Using the
super
keyword to call a function - Working with typed arrays
- Working with lambda functions
- Using callables with signals