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Creating your first script¶
In this lesson, you will code your first script to make the Godot icon turn in circles using GDScript. As we mentioned in the introduction, we assume you have programming foundations. The equivalent C# code has been included in another tab for convenience.

See also
To learn more about GDScript, its keywords, and its syntax, head to the GDScript reference.
See also
To learn more about C#, head to the C# basics page.
Project setup¶
Please create a new project to start with a clean slate. Your project should contain one picture: the Godot icon, which we often use for prototyping in the community.
We need to create a Sprite2D node to display it in the game. In the Scene dock, click the Other Node button.

Type "Sprite2D" in the search bar to filter nodes and double-click on Sprite2D to create the node.

Your Scene tab should now only have a Sprite2D node.

A Sprite2D node needs a texture to display. In the Inspector on the right, you
can see that the Texture property says "[empty]". To display the Godot icon,
click and drag the file icon.svg
from the FileSystem dock onto the Texture
slot.

Note
You can create Sprite2D nodes automatically by dragging and dropping images on the viewport.

Then, click and drag the icon in the viewport to center it in the game view.

Creating a new script¶
To create and attach a new script to our node, right-click on Sprite2D in the scene dock and select "Attach Script".

The Attach Node Script window appears. It allows you to select the script's language and file path, among other options.
Change the Template field from "Node: Default" to "Object: Empty" to start with a clean file. Leave the other options by default and click the Create button to create the script.

The Script workspace should appear with your new sprite_2d.gd
file open and
the following line of code:
extends Sprite2D
using Godot;
public partial class MySprite2D : Sprite2D
{
}
Every GDScript file is implicitly a class. The extends
keyword defines the
class this script inherits or extends. In this case, it's Sprite2D
, meaning
our script will get access to all the properties and functions of the Sprite2D
node, including classes it extends, like Node2D
, CanvasItem
, and
Node
.
Note
In GDScript, if you omit the line with the extends
keyword, your
class will implicitly extend RefCounted, which
Godot uses to manage your application's memory.
Inherited properties include the ones you can see in the Inspector dock, like
our node's texture
.
Note
By default, the Inspector displays a node's properties in "Title Case", with capitalized words separated by a space. In GDScript code, these properties are in "snake_case", which is lowercase with words separated by an underscore.
You can hover over any property's name in the Inspector to see a description and its identifier in code.
Hello, world!¶
Our script currently doesn't do anything. Let's make it print the text "Hello, world!" to the Output bottom panel to get started.
Add the following code to your script:
func _init():
print("Hello, world!")
public MySprite2D()
{
GD.Print("Hello, world!");
}
Let's break it down. The func
keyword defines a new function named
_init
. This is a special name for our class's constructor. The engine calls
_init()
on every object or node upon creating it in memory, if you define
this function.
Note
GDScript is an indent-based language. The tab at the start of the line
that says print()
is necessary for the code to work. If you omit
it or don't indent a line correctly, the editor will highlight it in
red and display the following error message: "Indented block expected".
Save the scene as sprite_2d.tscn
if you haven't already, then press F6 (Cmd + R on macOS)
to run it. Look at the Output bottom panel that expands.
It should display "Hello, world!".

Delete the _init()
function, so you're only left with the line extends
Sprite2D
.
Turning around¶
It's time to make our node move and rotate. To do so, we're going to add two
member variables to our script: the movement speed in pixels per second and the
angular speed in radians per second. Add the following after the extends Sprite2D
line.
var speed = 400
var angular_speed = PI
private int _speed = 400;
private float _angularSpeed = Mathf.Pi;
Member variables sit near the top of the script, after any "extends" lines,
but before functions. Every node
instance with this script attached to it will have its own copy of the speed
and angular_speed
properties.
Note
Angles in Godot work in radians by default, but you have built-in functions and properties available if you prefer to calculate angles in degrees instead.
To move our icon, we need to update its position and rotation every frame in the
game loop. We can use the _process()
virtual function of the Node
class.
If you define it in any class that extends the Node class, like Sprite2D, Godot
will call the function every frame and pass it an argument named delta
, the
time elapsed since the last frame.
Note
Games work by rendering many images per second, each called a frame, and they do so in a loop. We measure the rate at which a game produces images in Frames Per Second (FPS). Most games aim for 60 FPS, although you might find figures like 30 FPS on slower mobile devices or 90 to 240 for virtual reality games.
The engine and game developers do their best to update the game world and render images at a constant time interval, but there are always small variations in frame render times. That's why the engine provides us with this delta time value, making our motion independent of our framerate.
At the bottom of the script, define the function:
func _process(delta):
rotation += angular_speed * delta
public override void _Process(double delta)
{
Rotation += _angularSpeed * (float)delta;
}
The f