This module implements JavaScript/TypeScript language support for the Godot game engine using QuickJS as the JavaScript engine.
- Almost complete ES2020 support
- All Godot API available
- Operator overriding for built-in types (Vector3, Color, etc)
- TypeScript support
- Using third-party libraries from npm
- Multi-thread support with Worker API
- Full code completion support for all Godot APIs including signals and enumerations
- Debug in Visual Studio Code with the plugin - currently not available for 4.x
No installation or setup necessary. The binaries for download are the complete, usable Godot editor and engine with JavaScript/TypeScript language support.
You can try the pre-compiled binaries from the release page or get the binaries with the latest commits from the GitHub build action result.
- Clone the source code of godot
- Clone this module and put it into
godot/modules/
and make sure the folder name of this module isjavascript
- Recompile the godot engine - Use
scons
with those additional optionswarnings=extra werror=yes module_text_server_fb_enabled=yes
to show all potential errors
- Define your JavaScript class and inherit from a Godot class, then export it as the default entry:
// The default export entry is treated as an exported class to Godot
export default class MySprite extends godot.Sprite {
// this is _init() in GDScript
constructor() {
super();
}
_ready() {}
_process(delta) {}
}
- Save the script with extension
.mjs
- Attach the script file to the node or resource object like you do with GDScript
export default class MySprite extends godot.Sprite {}
// register game_over signal to MySprite class
godot.register_signal(MySprite, "game_over");
export default class MySprite extends godot.Sprite {
_process(delta) {
// Yes! We can use operators in JavaScript like GDScript
this.position += this.direction * delta;
}
}
// export 'direction' properties to MySprite Godot inspector
godot.register_property(MySprite, "direction", new godot.Vector2(1, 0));
There are 2 ways of using the godot.register_property
. The third parameter can either be a default value for the property you're trying to export or an object giving a more detailed description of how the editor should show it.
function register_property(target: GodotClass | godot.Object, name: string, value: any);
function register_property(target: GodotClass | godot.Object, name: string, info: PropertyInfo);
So calling the register_property
like this:
godot.register_property(MyClass, "number_value", 3.14);
Is the simplified version of:
godot.register_property(MyClass, "number_value", {
type: godot.TYPE_REAL,
hint: godot.PropertyHint.PROPERTY_HINT_NONE,
hint_string: "",
default: 3.14,
});
For more detail on how to use it, click here.
All of Godot's APIs are defined within the godot
namespace.
No API names have been renamed or changed, so you shouldn't need to change your habits.
GDScript | JavaScript |
---|---|
null | null |
int | number |
float | number |
String | string |
Array | Array |
Dictionary | Object |
NodePath | string |
Object | godot.Object |
Resource | godot.Resource |
Vector2 | godot.Vector2 |
Color | godot.Color |
sin(v) | godot.sin(v) |
print(v) | godot.print(v) |
PI | godot.PI |
Color.black | godot.Color.black |
Control.CursorShape | godot.Control.CursorShape |
Label.Align.ALIGN_LEFT | godot.Label.Align.ALIGN_LEFT |
-
Keys of Dictionary are converted to String in JavaScript
-
Signals are defined as constants to their classes
godot.Control.resized === 'resized' // true
-
Additional functions
godot.register_signal(cls, signal_name)
to register signalsgodot.register_property(cls, name, default_value)
to define and export propertiesgodot.register_class(cls, name)
to register named class manuallygodot.set_script_tooled(cls, tooled)
to settooled
of the classgodot.set_script_icon(cls, path)
to set icon of the classgodot.get_type(val)
Returns the internal type of the givenVariant
object, using thegodot.TYPE_*
godot.yield(target, signal)
Returns a Promise which will be resolved when the signal emittedrequestAnimationFrame(callback)
registers a callback function to be called every frame, returns a request ID.cancelAnimationFrame(request_id)
to cancel a previously scheduled frame requestrequire(module_id)
to load a CommonJS module or load a resource file$
is the alias ofNode.get_node
-
Using signals in the ECMAScript way
- Allow passing functions for
godot.Object.connect
,godot.Object.disconnect
, andgodot.Object.is_connected
this.panel.connect(godot.Control.resized, (size) => { console.log("The size of the panel changed to:", size); });
- Using
await
to wait for signals
await godot.yield( this.get_tree().create_timer(1), godot.SceneTreeTimer.timeout ); console.log("After one second to show");
- Allow passing functions for
-
Preload resources with ECMAScript import statement
import ICON from "res://icon.png";
-
Multi-threading with minimal Worker API (This is an experimental feature)
-
Start a new thread with Worker
const worker = new Worker("worker.js"); // Run worker.js in a new thread context worker.postMessage({ type: "load_dlc", value: "dlc01.pck" }); worker.onmessage = function (msg) { console.log("[MainThread] received message from worker thread:", msg); };
-
Transfer value in different thread context with
godot.abandon_value
andgodot.adopt_value
// In worker thread let id = godot.abandon_value(object); postMessage({ type: "return_value", id: id }); // In the host thread worker.onmessage = function (msg) { if (typeof msg === "object" && msg.type === "return_value") { let value_from_worker = godot.adopt_value(msg.id); } };
-
- Run the menu command
Project > Tools > JavaScript > Generate TypeScript Project
from the Godot editor to generate a TypeScript project - Run
tsc -w -p .
under your project folder in the terminal to compile scripts
- Code completion in TS will automatically work once the TypeScript project is generated by the above steps.
- Code completion in VSCode is achieved by the property
"types": "./godot.d.ts"
in the generated package.json file of the TypeScript project. Thegodot.d.ts
file can be generated alone via theProject > Tools > ECMAScript > Generate TypeScript Declaration File
editor menu option and added to apackage.json
file manually to achieve this without a full TypeScript project.
Compile your ts
script to a .mjs
file then we can attach it to a node in godot editor.
Most of the register
functions are available as various decorators as seen below.
import { signal, property, tool, onready, node } from "./decorators";
@tool // make the script runnable in godot editor
export default class InputLine extends godot.HBoxContainer {
// define a signal
@signal
static readonly OnTextChanged: string;
// expose a node property
@node
icon: godot.Sprite;
// register offset property with the godot inspector with default value of Vector2(0, 0)
@property({ default: godot.Vector2.ZERO })
offset: godot.Vector2;
// register properties for godot editor inspector
@property({ type: godot.VariantType.TYPE_STRING })
get title() {
return this._title;
}
set title(v: string) {
this._title = v;
if (this._label) {
this._label.text = v;
}
}
private _title: string;
@property({ default: "Input text here" })
get hint() {
return this._hint;
}
set hint(v: string) {
this._hint = v;
if (this.edit) {
this.edit.hint_tooltip = v;
this.edit.placeholder_text = v;
}
}
private _hint: string;
get label(): godot.Label {
return this._label;
}
protected _label: godot.Label;
// call get_node('LineEdit') and assign the returned value to 'this.edit' automatically when the node is ready
@onready("LineEdit")
edit: godot.LineEdit;
get text(): string {
return this.edit?.text;
}
_ready() {
// get first child with the type of godot.Label
this._label = this.get_node(godot.Label);
// Apply the inspector filled values with property setters
this.title = this.title;
this.hint = this.hint;
this.edit.connect(godot.LineEdit.text_changed, (text: string) => {
this.emit_signal(InputLine.OnTextChanged, text);
});
}
}
You can try demos in the ECMAScriptDemos
- This package is not compatible with MSVC, you will get build errors in quickjs.
- The script also build the
on_tag.yml
script which automates the github release publishing. ** Theon_tag.yml
functionality tries to sleep until all jobs with the samesha
are completed. It should be fine to run whenever, but depending on how github actions culls long running jobs you might want to make sure that all/(most of) the builds look good before tagging. - They should definitely be fixed & enabled at some point, so please submit a PR if you have any ideas of how to do that!