Channel Directions in GDScript
In GDScript, we don’t have built-in channels like in some other languages. Instead, we can use Arrays as queues to simulate similar behavior. The concept of channel directions is replaced by using separate arrays for “sending” and “receiving”.
The ping
function takes an array (acting as a queue) and a message. It appends the message to the queue, simulating sending a value to a channel.
The pong
function takes two arrays: pings
for receiving and pongs
for sending. It removes the first item from the pings
array (simulating receiving) and appends it to the pongs
array (simulating sending).
In the _ready
function (which is the entry point in GDScript, similar to main
), we create two arrays to act as our queues. We then call ping
and pong
, and finally print the result.
To run this script:
- Save it as a
.gd
file in your Godot project. - Attach it to a Node in your scene.
- Run the scene.
The output will be:
This example demonstrates how to simulate channel-like behavior in GDScript, even though the language doesn’t have built-in channels. It showcases the flexibility of GDScript in adapting concepts from other languages.