This script demonstrates URL parsing in GDScript. Here’s a breakdown of the changes and explanations:
We use GDScript’s extends Node to create a script that can be attached to a Node in the Godot engine.
The _ready() function is used as the entry point, similar to main() in other languages.
GDScript doesn’t have a built-in URL parsing library as comprehensive as Go’s, so we use the URL.parse_url() method, which provides basic URL parsing.
Error handling is done using if url == null and push_error() instead of Go’s panic.
User info, host, and port parsing are done manually since GDScript’s URL parsing doesn’t separate these components.
Query string parsing is implemented in a separate function parse_query_string() since GDScript doesn’t provide this functionality out of the box.
We use GDScript’s print() function instead of fmt.Println().
Dictionary access in GDScript uses .get() with a default value instead of indexing.
To run this script in Godot:
Create a new Godot project and attach this script to a Node in your scene.
Run the scene, and you’ll see the output in the Godot output panel.
This script provides similar functionality to the Go example, parsing and extracting various components of a URL. However, due to the differences between Go and GDScript, some operations (like user info and query string parsing) require manual implementation.