Gype
by GodotHub
16
GypeScript
Godot with Great JavaScript/TypeScript
Quick Start
Import the plugin in a Godot project and use it like GDS:
import { Button } from "@godot/classes/button";
import { GodotClass } from "@godot/core/class_defined";
import { Label } from "@godot/classes/label";
@GodotClass
export class ClickGype extends Button {
#label?: Label;
#count = 0;
public _ready(): void {
this.#label = this.get_node("../Label");
this.pressed.connect(new Callable(this, this.add_count));
}
public add_count() {
this.#label!.text = (this.#count++).toString();
}
public _process(delta: number): void {
}
}
Examples can be viewed in the example
directory.
The source repository does not contain compiled binaries, so the addons directory needs to import the plugin itself.
Notes:
- Godot's
variant
types are globally scoped and can be used withoutimport
. - Godot's
object
classes are all ingodot/classes/xxxx
, such asgodot/classes/node
. - Godot's utility functions are in the
GD
singleton, e.g.GD.print()
.
Project Plan
- ✅ Run a JS/TS script
- ✅ Add JS/TS bindings for Godot API
- 🟦 Implement new version of GMUI with JS/TS binding
- 🟨 Add editor support for JS/TS
- 🟦🟨✅...
Build the Project
Compiler Setup
On Linux, you can run it directly without manually configuring GCC.
On Windows, download mingw64 (posix version) and set the PATH env variable.
Build library
Windows: ./build.ps1
Download
Version1.0.0
Download Now
Support
If you need help or have questions about this plugin, please contact the author.
Contact Author