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submitted 5 months ago* (last edited 5 months ago) by Fizz to c/godot@programming.dev

Edit: ah i was reading an old doc because the reddit comment I saw was 6 years old. The property is get_property_list()

I have a script that is a global it contains a bunch of dictionaries that describe items. I need a way to get a list of the different types.

Searching for solutions I found https://docs.godotengine.org/en/3.2/classes/class_script.html#class-script-method-get-script-property-list

but I cant seem to get it working. Godot says "Function "get_script_property_list()" not found in base self"

Example of the what im trying to get a list of

var tile_dict_grass = {
	"name": "grass",
	"source": 1,
	"atlas": Vector2i(1,0),
	"move_speed": 0.80,
	"path_cost": 2,
	"fertility": 1,
	"cleanliness": 1.5,
	"flammability": 0.60,
	"build_categories": "all",
	"solid": false
}
var tile_dict_rich_soil = {
	"name": "rich soil",
	"source": 1,
	"atlas": Vector2i(1,0),
	"move_speed": 0.80,
	"path_cost": 2,
	"fertility": 1.4,
	"cleanliness": -1.0,
	"flammability": 0.0,
	"build_categories": "all",
	"solid": false
}

How im trying to get it.

func get_tile_dict():
	var property_list = self.get_script_property_list()
	var tile_list = []
	for attr in dir(self):
		if attr.startswith('tile_dict'):
			value = getattr(self, attr)
			tile_list.append(value)
	return tile_list
top 5 comments
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[-] sevon@lemmy.kde.social 6 points 5 months ago

You should probably use a class instead of a dictionary for tile attributes.

Going through the property list is pretty weird too.

[-] Fizz 4 points 5 months ago

Im a new to all this so still learning whats available to solve the problems. From what I understand that would make each tile an object and I could call its properties like tile.move_speed but thats the same as a dictionary. I dont get what the difference is or what advantages a class would provide.

[-] sevon@lemmy.kde.social 6 points 5 months ago

Mistakes are easy to make and you want them to show up immediately instead of randomly at runtime. If you have lots of tiles, change the fields later, or manipulate the data in code you'll make a typo or forget something eventually.

With a class, every tile is guaranteed to have all the fields, and if you give the fields explicit types, they're always guaranteed to be the correct type. If you do something wrong, you won't have to figure out why it's broken later, because the editor shows red before you even run it.

Also, the editor autofill only works when it knows what it's working with.

[-] Kronusdark@lemmy.world 4 points 5 months ago

I agree with Sevon and if you want to learn more about the benefits, look up “type safety”.

[-] Fizz 1 points 5 months ago

I would like you to know that I have taken your advice and implemented a class. It took a long time and I really didnt understand what the benefits were but now im feeling the power. The one class can hold all the functions that my thing needs and I can easily create a new class that extends the old one and adds a few tweaks its so good.

I had 8 map layers and each one needed getters and setters, signals and checks and all the basic helper functions so it felt good to move that all to a class and tidy things up.

this post was submitted on 02 May 2026
21 points (100.0% liked)

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