Godot 4 API 陷阱
大多数教程、论坛回答和模型训练数据中的GDScript都是Godot 3的。Godot 4重命名了类、方法和属性,并更改了GDScript语法。部分Godot 3代码无法解析,部分可以解析但只在运行时出错。编写代码前,请确认版本:project.godot 中包含类似 config/features=PackedStringArray("4.7", ...) 的行。
重写对照表
| Godot 3(在Godot 4中错误) | Godot 4 |
|---|---|
KinematicBody2D, KinematicBody | CharacterBody2D, CharacterBody3D |
velocity = move_and_slide(velocity, Vector2.UP) | 设置 velocity 属性,然后无参调用 move_and_slide()。up_direction 和 floor_snap_length 现在是属性 |
export var x = 1, export(int, 0, 10) var x | @export var x := 1, @export_range(0, 10) var x: int |
export(String, FILE, "*.json") var path | @export_file("*.json") var path: String |
export(Array, int) var a | @export var a: Array[int] |
onready var, tool | @onready var, @tool |
var hp setget set_hp, get_hp | var hp: int: set = set_hp, get = get_hp,或内联的 set(value): 块 |
yield(obj, "signal_name") | await obj.signal_name |
yield(get_tree().create_timer(1.0), "timeout") | await get_tree().create_timer(1.0).timeout |
yield(get_tree(), "idle_frame") | await get_tree().process_frame |
connect("pressed", self, "_on_pressed", [arg]) | pressed.connect(_on_pressed.bind(arg)) |
emit_signal("died") | died.emit()(字符串形式仍然有效,但拼写错误只会在运行时发现) |
scene.instance() | scene.instantiate() |
get_tree().change_scene(path), change_scene_to(packed) | change_scene_to_file(path), change_scene_to_packed(packed) |
rand_range(a, b) | randf_range(a, b) 或 randi_range(a, b) |
stepify, deg2rad, rad2deg, range_lerp, str2var | snapped, deg_to_rad, rad_to_deg, remap, str_to_var |
Tween 节点:$Tween.interpolate_property(...), start() | var tween := create_tween(),然后 tween.tween_property(node, "property", final_value, duration) |
File.new(), file.open(path, File.READ) | FileAccess.open(path, FileAccess.READ)(失败时返回 null,查看 FileAccess.get_open_error()) |
Directory.new() | DirAccess.open(path) |
to_json(v), parse_json(s) | JSON.stringify(v), JSON.parse_string(s) |
OS.get_ticks_msec(), OS.get_unix_time(), OS.get_datetime() | Time.get_ticks_msec(), Time.get_unix_time_from_system(), Time.get_datetime_dict_from_system() |
OS.window_fullscreen = true, OS.get_screen_size() | DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN), DisplayServer.screen_get_size() |
OS.set_window_title("Game") | get_window().title = "Game" |
Spatial, translation | Node3D, position |
extends Reference, Transform, Quat | extends RefCounted, Transform3D, Quaternion |
pause_mode = PAUSE_MODE_PROCESS | process_mode = PROCESS_MODE_ALWAYS |
Sprite, AnimatedSprite, Position2D, Particles2D, TextureProgress | Sprite2D, AnimatedSprite2D, Marker2D, GPUParticles2D, TextureProgressBar |
rect_position, rect_size, rect_min_size | position, size, custom_minimum_size |
margin_left(Control) | offset_left |
Label.align = Label.ALIGN_CENTER | horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER |
add_color_override, add_font_override, add_stylebox_override, add_constant_override | add_theme_color_override, add_theme_font_override, add_theme_stylebox_override, add_theme_constant_override |
Color.red, Color.white | Color.RED, Color.WHITE |
PoolStringArray, PoolVector2Array, PoolIntArray, PoolRealArray | PackedStringArray, PackedVector2Array, PackedInt32Array, PackedFloat32Array |
update()(重绘 CanvasItem) | queue_redraw() |
TileMap.set_cellv(pos, id), world_to_map | TileMapLayer.set_cell(coords, source_id, atlas_coords), local_to_map(参见 godot-tilemaplayer 技能) |
BUTTON_LEFT, BUTTON_WHEEL_UP | MOUSE_BUTTON_LEFT, MOUSE_BUTTON_WHEEL_UP |
event.scancode, event.control | event.keycode(或 physical_keycode), event.ctrl_pressed |
array.empty(), array.remove(i), array.invert() | is_empty(), remove_at(i), reverse() |
set_collision_layer_bit(0, true)(0起始位) | set_collision_layer_value(1, true)(1起始层号) |
space_state.intersect_ray(from, to) | space_state.intersect_ray(PhysicsRayQueryParameters2D.create(from, to)) |
RayCast2D.cast_to | target_position |
get_tree().set_input_as_handled() | get_viewport().set_input_as_handled() |
remote func, remotesync func, puppet func, is_network_master() | @rpc("any_peer") func, @rpc("any_peer", "call_local") func, @rpc func(仅权威方可调用), is_multiplayer_authority()。master func 无直接等效项:使用 @rpc("any_peer") 并检查 multiplayer.get_remote_sender_id() |
Engine.editor_hint, filename | Engine.is_editor_hint(), scene_file_path |
RectangleShape2D.extents(半尺寸) | size(全尺寸,因此需将旧值翻倍) |
ResourceSaver.save(path, resource) | ResourceSaver.save(resource, path) |
较少见的重命名(3D、XR、导航、着色器、线程)请参见 references/renames.md。
前后对比
角色控制器:
extends KinematicBody2D
export var speed = 200
var velocity = Vector2()
func _physics_process(delta):
velocity.x = Input.get_axis("ui_left", "ui_right") * speed
velocity = move_and_slide(velocity, Vector2.UP)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = jump_velocity
velocity.x = Input.get_axis("ui_left", "ui_right") * speed
move_and_slide()
属性、信号、计时器和 tweens:
tool
extends Node2D
export(int, 0, 100) var health = 100 setget set_health
onready var button = $Button
func _ready():
button.connect("pressed", self, "_on_button_pressed")
func set_health(value):
health = clamp(value, 0, 100)
update()
func _on_button_pressed():
$Tween.interpolate_property(self, "modulate:a", 1.0, 0.0, 0.5)
$Tween.start()
yield($Tween, "tween_all_completed")
queue_free()
@tool
extends Node2D
@export_range(0, 100) var health: int = 100:
set(value):
health = clampi(value, 0, 100)
queue_redraw()
@onready var button: Button = $Button
func _ready() -> void:
button.pressed.connect(_on_button_pressed)
func _on_button_pressed() -> void:
var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.5)
await tween.finished
queue_free()
文件、时间、随机性和场景:
extends Node
func save_score(score):
var file = File.new()
file.open("user://save.json", File.WRITE)
file.store_string(to_json({"score": score, "time": OS.get_unix_time()}))
file.close()
func spawn(scene):
var enemy = scene.instance()
enemy.position = Vector2(rand_range(0, 100), 0)
add_child(enemy)
extends Node
@export var enemy_scene: PackedScene
func save_score(score: int) -> void:
var file := FileAccess.open("user://save.json", FileAccess.WRITE)
if file == null:
push_error("Cannot open save file: %s" % error_string(FileAccess.get_open_error()))
return
file.store_string(JSON.stringify({"score": score, "time": Time.get_unix_time_from_system()}))
func spawn() -> void:
var enemy := enemy_scene.instantiate() as Node2D
enemy.position = Vector2(randf_range(0.0, 100.0), 0.0)
add_child(enemy)
func go_to_menu() -> void:
get_tree().change_scene_to_file("res://menu.tscn")
解析器无法捕获的内容
godot --check-only 仅在接收者为 self、内置类型(Array, Vector2, Color)或静态调用的类名(OS.get_unix_time())时,将未知成员报告为错误;参数数量和类型错误也会报错。但在对象(即使是类型化的对象,如 var shape := RectangleShape2D.new())上缺少的成员会被视为“可能存在于子类型”,并使用默认设置进行解析。以下 Godot 3 代码在 Godot 4.7.2 上均能通过 --check-only,仅在运行时失败:
PackedScene上的scene.instance(),get_tree().change_scene(path),get_tree().set_input_as_handled()RectangleShape2D上的shape.extents,$Panel.rect_sizeInputEvent上的event.scancode或event.control
若要在检查时让解析器拒绝这些代码,请将这些行放入 project.godot 旁边的临时 override.cfg 中(Godot 会读取它覆盖 project.godot,包括 --check-only),然后删除它;如果项目已有 override.cfg,请追加后恢复。2 表示错误:
[debug]
gdscript/warnings/unsafe_method_access=2
gdscript/warnings/unsafe_property_access=2
除非用户要求,否则不要将这些保留在用户的 project.godot 中:在 Error 模式下,每个未类型化的调用(如 body.take_damage(1) 或 $Sprite.play())都是解析错误,游戏仍会以退出码 0 启动,仅打印 Failed to load script。类型化代码可通过,因此请优先使用类型化引用:@onready var panel: Panel = $Panel,并在读取 key.keycode 之前使用 var key := event as InputEventKey。
解析器无法捕获的行为变更:
- 生命周期方法(如
_ready())不再隐式调用父类实现。当继承的脚本需要时,调用super()。 Array.slice(begin, end)不包含end。Camera2D.zoom已反转:值越大放大越多。String.right(n)返回最后n个字符。randomize()在启动时自动运行。使用seed()进行可复现的随机性。call_group()是立即执行的。使用call_group_flags(SceneTree.GROUP_CALL_DEFERRED, ...)来实现旧的延迟行为。AnimatedSprite2D.playing已被移除。请调用play()。TileMap仍然存在但已弃用。新代码每层使用一个TileMapLayer节点。
自检
-
在您编写或修改的脚本中搜索 Godot 3 名称(GNU grep;添加
-P或根据其他 grep 进行调整):grep -rnE --include='*.gd' \ -e '\b(KinematicBody2D|KinematicBody|Spatial|Position2D|Particles2D|TextureProgress)\b' \ -e '\b(yield|setget|rand_range|stepify|deg2rad|rad2deg|range_lerp|to_json|parse_json|funcref)\b' \ -e '\b(idle_frame|pause_mode|Reference|Quat)\b|\bPAUSE_MODE_' \ -e '^(export|onready|tool)\b|^(remote|master|puppet)(sync)? func' \ -e '\.instance\(|change_scene(_to)?\(|\b(File|Directory)\.new\(|OS\.(get_ticks|get_unix_time|get_datetime|window_)' \ -e '\brect_[a-z_]+\b|(^|[^"])\bmargin_(left|right|top|bottom)\b|add_(color|font|stylebox|constant|icon)_override' \ -e '\bPool[A-Za-z0-9]+Array\b|\bBUTTON_(LEFT|RIGHT|MIDDLE|WHEEL)|\.scancode\b|set_cellv|world_to_map|map_to_world' \ -e 'connect\("[^"]+", *self|interpolate_property|\bextends +Sprite *$' .使用上表重写每个匹配项。
MarginContainer的带引号"margin_left"主题常量是 Godot 4 名称,不会被匹配。没有匹配不代表代码就是 Godot 4:列表只是常见子集。 -
从项目根目录解析每个更改后的脚本:
godot --headless --path . --check-only --script res://path/to/script.gd。读取输出,而不仅仅是退出码。使用上面的临时override.cfg,类型化对象上重命名的成员也会在此处失败。 -
运行使用该脚本的场景并读取其输出,因为运行时错误不会改变退出码。godot-verify 技能包含相关命令。