snippet class class $1 extends ${2:Reference} \t$3 snippet pr print($1) snippet ready func _ready(): \t${1:pass} snippet init func _init(): \t${1:pass} snippet process func _process(delta): \t${1:pass} snippet input func _input(event): \t${1:pass} snippet inpute func _input_event(event): \t${1:pass} snippet draw func _draw(): \t${1:pass} snippet guii func _gui_input(event): \t${1:pass} snippet for for $1 in $2: \t${3:pass} snippet for for $1 in range(${2:start}{$3:,end}): \t${4:pass} snippet if if ${1:condition}: \t${3:pass} elif ${2:condition}: \t${4:pass} else: \t${5:pass} snippet if if ${1:condition}: \t${2:pass} else: \t${3:pass} snippet if if ${1:condition}: \t${2:pass} snippet while while ${1:condition}: \t${2:pass} snippet func func ${1:method}(${2:args}): \t${3:pass} snippet signal signal ${1:signalname}(${2:args}) snippet export export(${1:type}${2:,other_configs}) var ${3:name}${4: = default}${5: setget } snippet var var ${1:name}${2: = default}${3: setget } snippet onready onready var ${1:name} = get_node($2) snippet is ${1:instance} is ${2:class} snippet in ${1:element} in ${$2:array} snippet gdscript extends ${1:BaseClass} # class member variables go here, for example: # var a = 2 # var b = \textvar\ func _ready(): \t# Called every time the node is added to the scene. \t# Initialization here \tpass # snippet pass ##### do we really need this? # pass