The Shaggy Dev | Static typing in Godot using the class_name keyword @TheShaggyDev | Uploaded October 2021 | Updated October 2024, 2 hours ago.
In this video, we'll look at how you can use the class_name keyword to enable static typing for your custom classes. We'll also look at some other uses for it, such as subclassing, and the common pain points people run into when using it (cyclic dependency anyone?)
Source code: github.com/theshaggydev/the-shaggy-dev-projects/tree/main/projects/godot-3/class-name-introduction
Text version of this tutorial: shaggydev.com/2021/10/19/godot-class-name
Artwork provided by Kenney: kenney.nl
Intro: 00:00
Base usage: 00:29
Other uses: 01:18
Gotcha #1 - The global namespace 01:59
Gotcha #2 - Cyclic dependencies 02:52
In this video, we'll look at how you can use the class_name keyword to enable static typing for your custom classes. We'll also look at some other uses for it, such as subclassing, and the common pain points people run into when using it (cyclic dependency anyone?)
Source code: github.com/theshaggydev/the-shaggy-dev-projects/tree/main/projects/godot-3/class-name-introduction
Text version of this tutorial: shaggydev.com/2021/10/19/godot-class-name
Artwork provided by Kenney: kenney.nl
Intro: 00:00
Base usage: 00:29
Other uses: 01:18
Gotcha #1 - The global namespace 01:59
Gotcha #2 - Cyclic dependencies 02:52