GDScript
1 program
Added 2025-10-23T07:09:32Z
Model: google/gemini-2.5-proTemp: 0.4
Evidence
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Aliases: Godot Script
Provenance: commit 81f37cf38f · authored 2025-10-23T09:09:32+02:00 · model google/gemini-2.5-pro
Sources mentioning this language
8 sources · pl_id:
pl/gdscriptExtensions claimed by this language
2 claims. Each row is one upstream assertion with its strength.
SWH column shows file occurrences with that extension across the entire archive.| Extension | Source | Strength | SWH |
|---|---|---|---|
.gd | linguist | primary | 5.3M files |
.gd | pygments | primary | 5.3M files |
Related languages
Real programs from Software Heritage
No SWH evidence indexed yet for this language. (Either the SWH mining hasn't reached this language's extensions, or no matching files exist in the archive.)
Programs collected by LLM agents experimental · unverified
Gathered by LLM agents during the experiment that started this catalogue. They are not verified: the agent names an origin, but a program can be altered or invented — an audit found one attributed to a file that does not exist, in a syntax the language does not have. Prefer the programs archived by Software Heritage above. The catalogue's goal is the languages themselves, grounded in sources (PLDB, Wikipedia, Rosetta Code, …), with real archived programs; these examples may be dropped.
2D Platformer Player Controller
Provenance: commit 81f37cf38f · authored 2025-10-23T09:09:32+02:00 · model google/gemini-2.5-pro · Temp 0.4
extends KinematicBody2D
const UP = Vector2(0, -1)
const GRAVITY = 20
const ACCELERATION = 50
const MAX_SPEED = 200
const JUMP_HEIGHT = -500
var motion = Vector2()
var facing_right = true
func _physics_process(delta):
motion.y += GRAVITY
var friction = false
if Input.is_action_pressed("ui_right"):
motion.x = min(motion.x + ACCELERATION, MAX_SPEED)
$Sprite.flip_h = false
facing_right = true
elif Input.is_action_pressed("ui_left"):
motion.x = max(motion.x - ACCELERATION, -MAX_SPEED)
$Sprite.flip_h = true
facing_right = false
else:
friction = true
if is_on_floor():
if Input.is_action_just_pressed("ui_up"):
motion.y = JUMP_HEIGHT
if friction == true:
motion.x = lerp(motion.x, 0, 0.2)
else:
if friction == true:
motion.x = lerp(motion.x, 0, 0.05)
if abs(motion.x) < 1:
$Sprite.play("idle")
else:
$Sprite.play("run")
if not is_on_floor():
if motion.y < 0:
$Sprite.play("jump")
else:
$Sprite.play("fall")
motion = move_and_slide(motion, UP)
if Input.is_action_just_pressed("ui_accept"):
var bullet = preload("res://bullet.tscn").instance()
bullet.set_bullet_direction(facing_right)
bullet.position = $Position2D.global_position
get_parent().add_child(bullet)
Disambiguation rules
Linguist heuristic rules that predict this language when one of its claimed extensions is shared with another.
| Rule | Ext | Kind | Predicates (truncated) |
|---|---|---|---|
h/linguist/.gd/1 | .gd | predicates | [{"kind": "any", "regexes": ["\\s*(extends|var|const|enum|func|class|signal|tool|yield|assert|onready)"]}] |