Command Line Flags in GDScript

Here’s the translation of the Go code to GDScript, with explanations in Markdown format suitable for Hugo:

Command-line flags are a common way to specify options for command-line programs. For example, in wc -l the -l is a command-line flag.

GDScript doesn’t have built-in support for command-line flag parsing like Go’s flag package. However, we can implement a simple flag parsing system using Godot’s OS.get_cmdline_args() function. Here’s an example of how we might implement this:

extends SceneTree

var word = "foo"
var numb = 42
var fork = false
var svar = "bar"

func _init():
    var args = OS.get_cmdline_args()
    parse_args(args)
    print_args()
    quit()

func parse_args(args):
    var i = 0
    while i < args.size():
        var arg = args[i]
        if arg.begins_with("--"):
            var parts = arg.split("=")
            if parts.size() == 2:
                match parts[0]:
                    "--word":
                        word = parts[1]
                    "--numb":
                        numb = int(parts[1])
                    "--fork":
                        fork = parts[1].to_lower() == "true"
                    "--svar":
                        svar = parts[1]
        i += 1

func print_args():
    print("word:", word)
    print("numb:", numb)
    print("fork:", fork)
    print("svar:", svar)
    print("tail:", OS.get_cmdline_args())

In this GDScript example, we’re using a simple string matching approach to parse command-line arguments. The parse_args function looks for arguments that start with -- and have a = character to separate the flag name from its value.

To run this script, you would save it as command_line_flags.gd and run it using the Godot command-line tool:

$ godot --script command_line_flags.gd --word=opt --numb=7 --fork=true --svar=flag
word: opt
numb: 7
fork: true
svar: flag
tail: [--script, command_line_flags.gd, --word=opt, --numb=7, --fork=true, --svar=flag]

Note that unlike the Go version, this simple implementation doesn’t automatically generate help text or handle errors for undefined flags. You would need to implement these features manually if needed.

Also, in GDScript, we don’t have the concept of pointers, so we’re directly modifying the variables instead of using pointers.

Remember that this is a basic implementation and might not be suitable for complex command-line applications. For more robust command-line parsing in Godot projects, you might want to consider using a third-party argument parsing library or implementing a more sophisticated system.