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id, icon, parent, order, title
id icon parent order title
language/builtins code.block language 100 Keywords and builtins

Keywords and builtins

Every keyword, builtin type and builtin function of Aego Script. Hover in the script editor shows the same text.

Run it: append, len, start, yield frames, signal, Emit, Connect and Disconnect in one script.

package demo

import "aego/log"

script Builtins {
    signal Counted(n int)

    var words []string
    var conn Connection
    var count Coroutine

    func Ready() {
        words = append(words, "yield")
        words = append(words, "start")
        words = append(words, "signal")
        conn = Counted.Connect(OnCounted)
        count = start Count()
        log.Info(string(len(words)) + " words, running: " + string(count.Running()))
    }

    func Count() coroutine {
        for i := 0; i < len(words); i++ {
            Counted.Emit(i)
            yield frames(10)
        }
        conn.Disconnect()
        log.Info("connected after Disconnect: " + string(conn.Connected()))
    }

    func OnCounted(n int) {
        log.Info("word " + string(n) + ": " + words[n] + " (" + string(len(words[n])) + " bytes)")
    }
}

id: keyword/package parent: language/builtins order: 1 title: package keys: ["package"]

package names the package of this file. It must equal the directory name under scripts/; all files in one directory share it.


id: keyword/import parent: language/builtins order: 2 title: import keys: ["import"]

import makes a script package or an engine module available by the last element of its path.

import (
	"aego/input"
	"mygame/combat"
)

id: keyword/script parent: language/builtins order: 3 title: script keys: ["script"]

script declares a stateful type that attaches to scene nodes. A node holds at most one instance of each script type. var fields are runtime state; @export fields are saved in the scene and shown in the Inspector.

script Mover {
	@export var Speed float = 200
	func Update(dt float) {
	}
}

id: keyword/type parent: language/builtins order: 4 title: type keys: ["type"]

type declares a struct. Structs are values: assignment and passing copy them.

type Stats struct {
	Hp    int
	Armor float
}

id: keyword/struct parent: language/builtins order: 5 title: struct keys: ["struct"]

struct lists the fields of a type declaration. Fields may be scalars, vectors, references, enums, slices or other structs.


id: keyword/enum parent: language/builtins order: 6 title: enum keys: ["enum"]

enum declares named int constants used as Name.Member. A switch on an enum must cover every member or have a default.

enum State {
	Idle
	Run
}

id: keyword/var parent: language/builtins order: 7 title: var keys: ["var"]

var declares a variable with an explicit type and an optional value. Inside a script it declares a field.

var hits []int
var speed float = 1.5

id: keyword/const parent: language/builtins order: 8 title: const keys: ["const"]

const declares a compile-time constant of type bool, int, float, string or enum. Packages hold constants only, never mutable variables.

const MaxSpeed float = 600

id: keyword/func parent: language/builtins order: 9 title: func keys: ["func"]

func declares a function. Package functions see no script state; functions inside a script are methods and can use node and the fields.

func clamp01(x float) float {
	return math.Clamp(x, 0, 1)
}

id: keyword/return parent: language/builtins order: 10 title: return keys: ["return"]

return ends the function, with a value when the function declares a result. Such a function must return on every path.


id: keyword/if parent: language/builtins order: 11 title: if keys: ["if"]

if runs a block when the bool condition is true. No parentheses around the condition.

if hp <= 0 {
	die()
} else if hp < 10 {
	flee()
}

id: keyword/else parent: language/builtins order: 12 title: else keys: ["else"]

else runs when the preceding if condition is false. It must stay on the line of the closing brace: } else {


id: keyword/for parent: language/builtins order: 13 title: for keys: ["for"]

for is the only loop: for cond {}, for init; cond; post {} or for {} for an endless loop.

for i := 0; i < len(items); i++ {
}

id: keyword/switch parent: language/builtins order: 14 title: switch keys: ["switch"]

switch compares a value with each case and runs the first match. There is no fallthrough.

switch state {
case State.Idle:
case State.Run, State.Walk:
default:
}

id: keyword/case parent: language/builtins order: 15 title: case keys: ["case"]

case lists one or more values for a switch branch.


id: keyword/default parent: language/builtins order: 16 title: default keys: ["default"]

default runs when no case of the switch matches.


id: keyword/break parent: language/builtins order: 17 title: break keys: ["break"]

break leaves the innermost for loop or switch.


id: keyword/continue parent: language/builtins order: 18 title: continue keys: ["continue"]

continue jumps to the next iteration of the innermost for loop.


id: keyword/true parent: language/builtins order: 19 title: true keys: ["true"]

true is the bool constant for yes.


id: keyword/false parent: language/builtins order: 20 title: false keys: ["false"]

false is the bool constant for no.


id: keyword/nil parent: language/builtins order: 21 title: nil keys: ["nil"]

nil is the empty reference. Only NodeRef, AssetRef and ComponentRef can be nil; reading through nil faults with AES6004.

if Target != nil {
}

id: keyword/export-attr parent: language/builtins order: 22 title: @export keys: ["@export"]

@export saves the field in the scene and shows it in the Inspector. Arguments: min, max, step (numbers only), unit, display, tip, category.

@export(min=0, max=600, unit="px/s")
var Speed float = 220

id: keyword/former-attr parent: language/builtins order: 23 title: @former keys: ["@former"]

@former lists old names so scenes saved before a rename still load; the scene is rewritten with the new name on save.

@former("Velocity")
@export var Speed float

id: keyword/hide-attr parent: language/builtins order: 24 title: @hide keys: ["@hide"]

@hide keeps the script out of the Add Script menu. Existing attachments keep working.


id: keyword/ready parent: language/builtins order: 25 title: Ready keys: ["Ready"]

Ready runs once after every instance in the scene exists and references are resolved, in scene pre-order.

func Ready() {
}

id: keyword/update parent: language/builtins order: 26 title: Update keys: ["Update"]

Update runs every frame. dt is the frame time in seconds.

func Update(dt float) {
}

id: keyword/fixedupdate parent: language/builtins order: 27 title: FixedUpdate keys: ["FixedUpdate"]

FixedUpdate runs every fixed step, before physics. dt is the fixed step, 1/60 by default.

func FixedUpdate(dt float) {
}

id: keyword/reloaded parent: language/builtins order: 28 title: Reloaded keys: ["Reloaded"]

Reloaded runs after a hot reload for every instance whose script or a dependency changed. Ready does not run again.

func Reloaded() {
}

id: keyword/node parent: language/builtins order: 29 title: node keys: ["node"]

node is the NodeRef of the node this instance is attached to. It exists in every script method.

t := node.Transform2D()

id: keyword/bool parent: language/builtins order: 30 title: bool keys: ["bool"]

bool is true or false. Conditions of if and for must be bool.


id: keyword/int parent: language/builtins order: 31 title: int keys: ["int"]

int is a signed 64-bit integer that wraps on overflow. Convert with float(i) and int(f); there is no implicit conversion.


id: keyword/float parent: language/builtins order: 32 title: float keys: ["float"]

float is a 32-bit IEEE number. float → int conversion saturates and maps NaN to 0.


id: keyword/string parent: language/builtins order: 33 title: string keys: ["string"]

string is immutable UTF-8 text. + concatenates, len counts bytes, string(x) converts bool, int and float.


id: keyword/vec2 parent: language/builtins order: 34 title: Vec2 keys: ["Vec2"]

Vec2 is a 2D vector with lanes X and Y. Build it with a composite literal; it supports +, -, and * or / by a float.

v := Vec2{1, 0} * Speed

id: keyword/vec3 parent: language/builtins order: 35 title: Vec3 keys: ["Vec3"]

Vec3 is a 3D vector with lanes X, Y and Z.

up := Vec3{0, 1, 0}

id: keyword/color parent: language/builtins order: 36 title: Color keys: ["Color"]

Color has lanes R, G, B and A in linear space, from 0 to 1.

red := Color{1, 0, 0, 1}

id: keyword/quat parent: language/builtins order: 37 title: Quat keys: ["Quat"]

Quat is a 3D rotation with lanes X, Y, Z and W. Build it with math.QuatEuler or math.QuatAxisAngle. Quats cannot be compared with ==.


id: keyword/rect parent: language/builtins order: 38 title: Rect keys: ["Rect"]

Rect has lanes X, Y, W and H.


id: keyword/transform2d parent: language/builtins order: 39 title: Transform2D keys: ["Transform2D"]

Transform2D holds Position Vec2, Rotation float in radians (clockwise) and Scale Vec2. It is a value: read it, change it, write it back.

t := node.Transform2D()
t.Position.X += 1
node.SetTransform2D(t)

id: keyword/transform3d parent: language/builtins order: 40 title: Transform3D keys: ["Transform3D"]

Transform3D holds Position Vec3, Rotation Quat and Scale Vec3.

t := node.Transform3D()
t.Position.Y += 1
node.SetTransform3D(t)

id: keyword/noderef parent: language/builtins order: 41 title: NodeRef keys: ["NodeRef"]

NodeRef references a scene node and may be nil. Exported NodeRef fields are set by dragging a node onto the field in the Inspector.

@export var Target NodeRef

id: keyword/assetref parent: language/builtins order: 42 title: AssetRef keys: ["AssetRef"]

AssetRef<Texture | Scene | Prefab | Mesh> references an asset and may be nil. Assign it in the Inspector.

@export var Bullet AssetRef<Prefab>

id: keyword/componentref parent: language/builtins order: 43 title: ComponentRef keys: ["ComponentRef"]

ComponentRef references a component on a node and is re-validated on every access.

sr := node.Get<SpriteRenderer>()
if sr != nil {
	sr.FlipX = true
}

id: keyword/len parent: language/builtins order: 44 title: len keys: ["len"]

len returns the number of elements of a slice or the number of bytes of a string.

n := len(items)

id: keyword/append parent: language/builtins order: 45 title: append keys: ["append"]

append returns the slice with v added at the end. Assign the result back.

hits = append(hits, 5)

id: keyword/coroutine parent: language/builtins order: 46 title: coroutine keys: ["coroutine"]

coroutine after a method signature makes the method a coroutine: it can pause with yield and continue on a later frame. Only script methods without a result can be coroutines, and lifecycle methods cannot. Run one with start Name(args).

func Blink() coroutine {
	yield wait(0.1)
}

id: keyword/start parent: language/builtins order: 47 title: start keys: ["start"]

start runs a coroutine method of this script up to its first yield and returns its Coroutine handle. The coroutine belongs to the instance and is cancelled when the instance stops.

blink = start Blink()

id: keyword/yield parent: language/builtins order: 48 title: yield keys: ["yield"]

yield pauses the current coroutine:

  yield            next frame
  yield wait(s)    after s seconds of game time
  yield frames(n)  after n frames
  yield fixed(n)   after n fixed steps
  yield c          when coroutine c ends

yield is allowed only inside a coroutine (AES2050).


id: keyword/yield-wait parent: language/builtins order: 49 title: yield wait keys: ["yield wait"]

yield wait(seconds float) resumes after the given game time has passed, at the earliest on the next frame.

yield wait(0.25)

id: keyword/yield-frames parent: language/builtins order: 50 title: yield frames keys: ["yield frames"]

yield frames(n int) resumes after n frames; frames(1) is the same as a bare yield.

yield frames(3)

id: keyword/yield-fixed parent: language/builtins order: 51 title: yield fixed keys: ["yield fixed"]

yield fixed(n int) resumes after n fixed steps, before physics; use it for movement that must stay in step with FixedUpdate.

yield fixed(1)

id: keyword/signal parent: language/builtins order: 52 title: signal keys: ["signal"]

signal declares an event of the script. Only the script itself can Emit it; other scripts Connect to it through a ScriptRef.

signal Died(reason string)

id: keyword/emit parent: language/builtins order: 53 title: Emit keys: ["Emit"]

Emit calls every connected handler synchronously, in connection order. Connections added or removed by a handler apply after this Emit returns.

Died.Emit("fall")

id: keyword/connect parent: language/builtins order: 54 title: Connect keys: ["Connect"]

Connect registers a method with the same parameters as the signal and returns a Connection. The handler must be a plain method: not a coroutine and not a lifecycle method.

conn = enemy.Died.Connect(OnEnemyDied)

id: keyword/disconnect parent: language/builtins order: 55 title: Disconnect keys: ["Disconnect"]

Disconnect removes the handler; calling it twice is harmless.

conn.Disconnect()

id: keyword/connected parent: language/builtins order: 56 title: Connected keys: ["Connected"]

Connected reports whether the connection is still active. It becomes false after Disconnect or when the source or the handler owner stops.


id: keyword/stop parent: language/builtins order: 57 title: Stop keys: ["Stop"]

Stop cancels the coroutine; it does not run again. Stopping a finished coroutine is harmless.

blink.Stop()

id: keyword/running parent: language/builtins order: 58 title: Running keys: ["Running"]

Running reports whether the coroutine is still alive (not finished, cancelled or faulted).

if !blink.Running() {
	blink = start Blink()
}

id: keyword/coroutine-type parent: language/builtins order: 59 title: Coroutine keys: ["Coroutine"]

Coroutine is a handle returned by start. The zero value is nil and is never running.


id: keyword/connection parent: language/builtins order: 60 title: Connection keys: ["Connection"]

Connection is a handle returned by Connect. Keep it in a field to Disconnect later.


id: keyword/scriptref parent: language/builtins order: 61 title: ScriptRef keys: ["ScriptRef"]

ScriptRef references a script instance on a node. Through it you read and write fields, call plain methods and connect to signals of T. Lifecycle methods and coroutines are not reachable (AES2059). It becomes invalid when the instance stops; access then faults with AES6004.

var enemy ScriptRef<EnemyAI>

id: keyword/getscript parent: language/builtins order: 62 title: GetScript keys: ["GetScript"]

GetScript() returns the instance of script T on the node, or nil when the node has none. Use pkg.Name when the short name is ambiguous.

e := Target.GetScript<EnemyAI>()
if e != nil {
	e.Died.Connect(OnEnemyDied)
}