Errors in GDScript
In GDScript, error handling is typically done using exceptions, which is different from Go’s approach. However, we can simulate a similar pattern using custom classes and return values. Here’s how we might approach this:
In this GDScript version:
We create a
CustomError
class to simulate Go’serror
type.Instead of using multiple return values, we return an array where the last element is the error (if any).
We use predefined
CustomError
instances to simulate sentinel errors.The
f
function demonstrates returning both a value and an error.The
make_tea
function shows how to return different errors based on conditions.In the
_ready
function (which is similar tomain
in Go), we demonstrate how to check for errors and handle them.We simulate error wrapping by including the message of one error in another.
Instead of
errors.Is
, we compare error messages directly. GDScript doesn’t have a built-in way to check for error types in a chain, so this is a simplified approach.
This code maintains the spirit of Go’s error handling while adapting to GDScript’s features and idioms. Note that in real Godot projects, you might use built-in error handling mechanisms or signals for more complex scenarios.