Keywords and builtins
Every keyword, builtin type and builtin function of Aego Script. Hover in the script editor shows the same text.
package
package names the package of this file. It must equal the directory name under scripts/; all files in one directory share it.
import
import makes a script package or an engine module available by the last element of its path.
import (
"aego/input"
"mygame/combat"
)
script
script declares a stateful type that attaches to scene nodes. A node holds at most one instance of each script type. var fields are runtime state; @export fields are saved in the scene and shown in the Inspector.
script Mover {
@export var Speed float = 200
func Update(dt float) {
}
}
type
type declares a struct. Structs are values: assignment and passing copy them.
type Stats struct {
Hp int
Armor float
}
struct
struct lists the fields of a type declaration. Fields may be scalars, vectors, references, enums, slices or other structs.
enum
enum declares named int constants used as Name.Member. A switch on an enum must cover every member or have a default.
enum State {
Idle
Run
}
var
var declares a variable with an explicit type and an optional value. Inside a script it declares a field.
var hits []int
var speed float = 1.5
const
const declares a compile-time constant of type bool, int, float, string or enum. Packages hold constants only, never mutable variables.
const MaxSpeed float = 600
func
func declares a function. Package functions see no script state; functions inside a script are methods and can use node and the fields.
func clamp01(x float) float {
return math.Clamp(x, 0, 1)
}
return
return ends the function, with a value when the function declares a result. Such a function must return on every path.
if
if runs a block when the bool condition is true. No parentheses around the condition.
if hp <= 0 {
die()
} else if hp < 10 {
flee()
}
else
else runs when the preceding if condition is false. It must stay on the line of the closing brace: } else {
for
for is the only loop: for cond {}, for init; cond; post {} or for {} for an endless loop.
for i := 0; i < len(items); i++ {
}
switch
switch compares a value with each case and runs the first match. There is no fallthrough.
switch state {
case State.Idle:
case State.Run, State.Walk:
default:
}
case
case lists one or more values for a switch branch.
default
default runs when no case of the switch matches.
break
break leaves the innermost for loop or switch.
continue
continue jumps to the next iteration of the innermost for loop.
true
true is the bool constant for yes.
false
false is the bool constant for no.
nil
nil is the empty reference. Only NodeRef, AssetRef and ComponentRef can be nil; reading through nil faults with AES6004.
if Target != nil {
}
@export
@export saves the field in the scene and shows it in the Inspector. Arguments: min, max, step (numbers only), unit, display, tip, category.
@export(min=0, max=600, unit="px/s")
var Speed float = 220
@former
@former lists old names so scenes saved before a rename still load; the scene is rewritten with the new name on save.
@former("Velocity")
@export var Speed float
@hide
@hide keeps the script out of the Add Script menu. Existing attachments keep working.
Ready
Ready runs once after every instance in the scene exists and references are resolved, in scene pre-order.
func Ready() {
}
Update
Update runs every frame. dt is the frame time in seconds.
func Update(dt float) {
}
FixedUpdate
FixedUpdate runs every fixed step, before physics. dt is the fixed step, 1/60 by default.
func FixedUpdate(dt float) {
}
Reloaded
Reloaded runs after a hot reload for every instance whose script or a dependency changed. Ready does not run again.
func Reloaded() {
}
node
node is the NodeRef of the node this instance is attached to. It exists in every script method.
t := node.Transform2D()
bool
bool is true or false. Conditions of if and for must be bool.
int
int is a signed 64-bit integer that wraps on overflow. Convert with float(i) and int(f); there is no implicit conversion.
float
float is a 32-bit IEEE number. float → int conversion saturates and maps NaN to 0.
string
string is immutable UTF-8 text. + concatenates, len counts bytes, string(x) converts bool, int and float.
Vec2
Vec2 is a 2D vector with lanes X and Y. Build it with a composite literal; it supports +, -, and * or / by a float.
v := Vec2{1, 0} * Speed
Vec3
Vec3 is a 3D vector with lanes X, Y and Z.
up := Vec3{0, 1, 0}
Color
Color has lanes R, G, B and A in linear space, from 0 to 1.
red := Color{1, 0, 0, 1}
Quat
Quat is a 3D rotation with lanes X, Y, Z and W. Build it with math.QuatEuler or math.QuatAxisAngle. Quats cannot be compared with ==.
Rect
Rect has lanes X, Y, W and H.
Transform2D
Transform2D holds Position Vec2, Rotation float in radians (clockwise) and Scale Vec2. It is a value: read it, change it, write it back.
t := node.Transform2D()
t.Position.X += 1
node.SetTransform2D(t)
Transform3D
Transform3D holds Position Vec3, Rotation Quat and Scale Vec3.
t := node.Transform3D()
t.Position.Y += 1
node.SetTransform3D(t)
NodeRef
NodeRef references a scene node and may be nil. Exported NodeRef fields are set by dragging a node onto the field in the Inspector.
@export var Target NodeRef
AssetRef
AssetRef<Texture | Scene | Prefab | Mesh> references an asset and may be nil. Assign it in the Inspector.
@export var Bullet AssetRef<Prefab>
ComponentRef
ComponentRef references a component on a node and is re-validated on every access.
sr := node.Get<SpriteRenderer>()
if sr != nil {
sr.FlipX = true
}
len
len returns the number of elements of a slice or the number of bytes of a string.
n := len(items)
append
append returns the slice with v added at the end. Assign the result back.
hits = append(hits, 5)
coroutine
coroutine after a method signature makes the method a coroutine: it can pause with yield and continue on a later frame. Only script methods without a result can be coroutines, and lifecycle methods cannot. Run one with start Name(args).
func Blink() coroutine {
yield wait(0.1)
}
start
start runs a coroutine method of this script up to its first yield and returns its Coroutine handle. The coroutine belongs to the instance and is cancelled when the instance stops.
blink = start Blink()
yield
yield pauses the current coroutine:
yield next frame
yield wait(s) after s seconds of game time
yield frames(n) after n frames
yield fixed(n) after n fixed steps
yield c when coroutine c ends
yield is allowed only inside a coroutine (AES2050).
yield wait
yield wait(seconds float) resumes after the given game time has passed, at the earliest on the next frame.
yield wait(0.25)
yield frames
yield frames(n int) resumes after n frames; frames(1) is the same as a bare yield.
yield frames(3)
yield fixed
yield fixed(n int) resumes after n fixed steps, before physics; use it for movement that must stay in step with FixedUpdate.
yield fixed(1)
signal
signal declares an event of the script. Only the script itself can Emit it; other scripts Connect to it through a ScriptRef.
signal Died(reason string)
Emit
Emit calls every connected handler synchronously, in connection order. Connections added or removed by a handler apply after this Emit returns.
Died.Emit("fall")
Connect
Connect registers a method with the same parameters as the signal and returns a Connection. The handler must be a plain method: not a coroutine and not a lifecycle method.
conn = enemy.Died.Connect(OnEnemyDied)
Disconnect
Disconnect removes the handler; calling it twice is harmless.
conn.Disconnect()
Connected
Connected reports whether the connection is still active. It becomes false after Disconnect or when the source or the handler owner stops.
Stop
Stop cancels the coroutine; it does not run again. Stopping a finished coroutine is harmless.
blink.Stop()
Running
Running reports whether the coroutine is still alive (not finished, cancelled or faulted).
if !blink.Running() {
blink = start Blink()
}
Coroutine
Coroutine is a handle returned by start. The zero value is nil and is never running.
Connection
Connection is a handle returned by Connect. Keep it in a field to Disconnect later.
ScriptRef
ScriptRef references a script instance on a node. Through it you read and write fields, call plain methods and connect to signals of T. Lifecycle methods and coroutines are not reachable (AES2059). It becomes invalid when the instance stops; access then faults with AES6004.
var enemy ScriptRef<EnemyAI>
GetScript
GetScript() returns the instance of script T on the node, or nil when the node has none. Use pkg.Name when the short name is ambiguous.
e := Target.GetScript<EnemyAI>()
if e != nil {
e.Died.Connect(OnEnemyDied)
}