Http Client in GDScript
Here’s the translation of the Go HTTP client example to GDScript, formatted in Markdown suitable for Hugo:
Our example demonstrates how to create a simple HTTP client in GDScript. GDScript provides excellent support for HTTP requests through the HTTPRequest
node.
extends Node
func _ready():
# Create an HTTP request node
var http_request = HTTPRequest.new()
add_child(http_request)
# Connect to the request_completed signal
http_request.connect("request_completed", self, "_on_request_completed")
# Perform the HTTP request
var error = http_request.request("https://gobyexample.com")
if error != OK:
push_error("An error occurred in the HTTP request")
func _on_request_completed(result, response_code, headers, body):
if result != HTTPRequest.RESULT_SUCCESS:
push_error("HTTP Request failed")
return
# Print the HTTP response status
print("Response status: ", response_code)
# Print the first 5 lines of the response body
var response_text = body.get_string_from_utf8()
var lines = response_text.split("\n")
for i in range(min(5, lines.size())):
print(lines[i])
In this example, we’re using the HTTPRequest
node to issue a GET request to a server. The request
method is a convenient way to send HTTP requests.
We connect to the request_completed
signal to handle the response asynchronously. This is similar to using callbacks or promises in other languages.
In the _on_request_completed
function, we first check if the request was successful. Then we print the HTTP response status code.
Finally, we print the first 5 lines of the response body. In GDScript, we need to convert the response body from UTF-8 bytes to a string, then split it into lines.
To run this script, you would typically attach it to a Node in your Godot scene. The HTTP request will be initiated when the node enters the scene tree.
Note that in a real-world scenario, you might want to add more error handling and potentially use HTTPS for secure connections.