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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,030 --> 00:00:03,060 Welcome to the quick introduction to programming. 1 2 00:00:03,270 --> 00:00:10,050 If you're a beginner, then definitely don't skip this. Since we will be using code to implement various 2 3 00:00:10,050 --> 00:00:10,680 systems, 3 4 00:00:10,920 --> 00:00:13,860 it's always a good idea to get up to speed. 4 5 00:00:14,310 --> 00:00:16,820 All of the code will be in GDScript, 5 6 00:00:16,830 --> 00:00:18,990 Godot's native scripting language. 6 7 00:00:18,990 --> 00:00:24,600 Let's look at the core building blocks and how to use them to create more complex functionality. 7 8 00:00:24,610 --> 00:00:30,480 First, I want to mention that all of these examples are available in the downloadable project in the 8 9 00:00:30,480 --> 00:00:33,420 course. If we look at the variables scene: 9 10 00:00:34,550 --> 00:00:36,240 We have the script, by the way. 10 11 00:00:36,260 --> 00:00:38,600 We will discuss first about variables. 11 12 00:00:38,630 --> 00:00:41,630 Variables are used as data containers. 12 13 00:00:41,780 --> 00:00:49,070 They can store numbers, strings and even more complex things as objects, materials and whatever 13 14 00:00:49,070 --> 00:00:50,210 the developer needs. 14 15 00:00:50,390 --> 00:00:53,090 They do come in more shapes and sizes. 15 16 00:00:53,360 --> 00:00:58,130 Usually when creating a new variable, it can store only one thing at a time. 16 17 00:00:58,490 --> 00:01:03,020 This is good for values like hit points, damage, speed, etc.. 17 18 00:01:03,200 --> 00:01:09,580 When we are discussing about variables, a core concept is called a "variable declaration" and that one 18 19 00:01:09,590 --> 00:01:13,970 means to let the engine know that we are creating a new variable. 19 20 00:01:14,000 --> 00:01:15,690 The declaration goes like this. 20 21 00:01:15,800 --> 00:01:22,070 Var which is an operator and then the name of the variable that can be whatever you like. 21 22 00:01:22,070 --> 00:01:23,020 I'll just keep it: "a" 22 23 00:01:23,030 --> 00:01:25,010 So by doing this 23 24 00:01:25,100 --> 00:01:33,380 "var a" I'm actually specifying that hey, I want a variable called a from now on so I cannot use it 24 25 00:01:33,620 --> 00:01:41,660 before this. We can also initialize the variable when we declare it by putting an equal and then putting 25 26 00:01:41,840 --> 00:01:46,580 a number, a string or an object. To display the variable in the console 26 27 00:01:46,670 --> 00:01:53,000 we can use a handy function called print() and then in its parenthesis as a parameter we can specify 27 28 00:01:53,030 --> 00:01:53,450 a 28 29 00:01:53,600 --> 00:02:00,470 in this case. We can try it by pressing f6 and of course we will get five because that's the value contained 29 30 00:02:00,470 --> 00:02:01,640 in the variable E. 30 31 00:02:01,730 --> 00:02:05,300 Now let's look at the string and the string is very similar. 31 32 00:02:05,450 --> 00:02:09,840 You can see we can just call it string. 32 33 00:02:09,860 --> 00:02:15,710 By the way, we can specify the type of a variable by adding colons to it. 33 34 00:02:16,130 --> 00:02:18,020 So if I say: string. 34 35 00:02:19,190 --> 00:02:21,410 Then this variable will be a string. 35 36 00:02:21,920 --> 00:02:23,100 Why is this important? 36 37 00:02:23,120 --> 00:02:33,020 Because if we want to assign later another type, then we will get an error because only string is available 37 38 00:02:33,260 --> 00:02:33,980 for this one. 38 39 00:02:34,820 --> 00:02:39,050 Keep in mind that if we don't put this, then we can assign whatever we want. 39 40 00:02:39,380 --> 00:02:41,540 But this will create confusion 40 41 00:02:41,630 --> 00:02:46,910 later in the code. A float variable means a number that has decimal points. 41 42 00:02:46,920 --> 00:02:51,690 For example, PI, which is 3.1415 and so on and so forth. 42 43 00:02:51,710 --> 00:02:57,140 When we need a list of elements, let's say a list of words we can use lists. 43 44 00:02:57,400 --> 00:03:00,590 Lists or arrays are also variables. 44 45 00:03:00,950 --> 00:03:07,910 The main difference between them is the fact that they can store multiple values chained one after another. 45 46 00:03:08,300 --> 00:03:15,620 They are good to store groups of items like inventories, enemies, projectiles. To create an array 46 47 00:03:15,650 --> 00:03:21,230 we can declare it as a regular variable and then just use these brackets. 47 48 00:03:23,730 --> 00:03:25,140 And we have an array. 48 49 00:03:25,260 --> 00:03:32,040 We can also initialize the array as it's here with different values separated through commas. 49 50 00:03:32,130 --> 00:03:39,660 Keep in mind that to reference a particular value in this way we can just say array and then in the 50 51 00:03:39,660 --> 00:03:46,590 same brackets we can just specify the index starting from zero, which would be one in this case, one 51 52 00:03:46,890 --> 00:03:49,110 and two, which would be three. 52 53 00:03:49,740 --> 00:03:51,930 So this is 0, 1, 2. 53 54 00:03:53,170 --> 00:04:01,030 We can also get the size of an array by calling array dot size and this will return three. 54 55 00:04:01,960 --> 00:04:05,080 The array also can be passed, but that is for later on. 55 56 00:04:05,110 --> 00:04:12,940 Another type is also vector2, which is a Godot type and vector2 stores, a pair of values x 56 57 00:04:12,940 --> 00:04:13,480 and y. 57 58 00:04:13,570 --> 00:04:19,630 We can define it like this. And to call it we just say "vec" because that is the name of the variable. 58 59 00:04:19,630 --> 00:04:23,890 And vec.x or vec.y 59 60 00:04:24,250 --> 00:04:27,220 Of course there is vector3 and more. 60 61 00:04:27,670 --> 00:04:32,260 You can find all of the types supported by the GDScript in the link down below. 6169

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