Boolean built-in type. Boolean is a built-in type. There are two boolean values: [code]true[/code] and [code]false[/code]. You can think of it as a switch with on or off (1 or 0) setting. Booleans are used in programming for logic in condition statements, like [code]if[/code] statements. Booleans can be directly used in [code]if[/code] statements. The code below demonstrates this on the [code]if can_shoot:[/code] line. You don't need to use [code]== true[/code], you only need [code]if can_shoot:[/code]. Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/code]. [codeblocks] [gdscript] var _can_shoot = true func shoot(): if _can_shoot: pass # Perform shooting actions here. [/gdscript] [csharp] private bool _canShoot = true; public void Shoot() { if (_canShoot) { // Perform shooting actions here. } } [/csharp] [/codeblocks] The following code will only create a bullet if both conditions are met: action "shoot" is pressed and if [code]can_shoot[/code] is [code]true[/code]. [b]Note:[/b] [code]Input.is_action_pressed("shoot")[/code] is also a boolean that is [code]true[/code] when "shoot" is pressed and [code]false[/code] when "shoot" isn't pressed. [codeblocks] [gdscript] var _can_shoot = true func shoot(): if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() [/gdscript] [csharp] private bool _canShoot = true; public void Shoot() { if (_canShoot && Input.IsActionPressed("shoot")) { CreateBullet(); } } [/csharp] [/codeblocks] The following code will set [code]can_shoot[/code] to [code]false[/code] and start a timer. This will prevent player from shooting until the timer runs out. Next [code]can_shoot[/code] will be set to [code]true[/code] again allowing player to shoot once again. [codeblocks] [gdscript] var _can_shoot = true onready var _cool_down = $CoolDownTimer func shoot(): if _can_shoot and Input.is_action_pressed("shoot"): create_bullet() _can_shoot = false _cool_down.start() func _on_CoolDownTimer_timeout(): _can_shoot = true [/gdscript] [csharp] private bool _canShoot = true; private Timer _coolDown; public override void _Ready() { _coolDown = GetNode<Timer>("CoolDownTimer"); } public void Shoot() { if (_canShoot && Input.IsActionPressed("shoot")) { CreateBullet(); _canShoot = false; _coolDown.Start(); } } public void OnCoolDownTimerTimeout() { _canShoot = true; } [/csharp] [/codeblocks] Constructs a default-initialized [bool] set to [code]false[/code]. Constructs a [bool] as a copy of the given [bool]. Cast a [float] value to a boolean value, this method will return [code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] for all other floats. Cast an [int] value to a boolean value, this method will return [code]false[/code] if [code]0[/code] is passed in, and [code]true[/code] for all other ints. Returns [code]true[/code] if two bools are different, i.e. one is [code]true[/code] and the other is [code]false[/code]. Returns [code]true[/code] if the left operand is [code]false[/code] and the right operand is [code]true[/code]. Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code]. Returns [code]true[/code] if two bools are equal, i.e. both are [code]true[/code] or both are [code]false[/code]. Returns [code]true[/code] if the left operand is [code]true[/code] and the right operand is [code]false[/code].