I can create a 1-dimensional array as follows:

``````var list = []
``````

How would I create a 2-dimensional array? I can't seem to find an obvious example in the docs or project examples. In Python I think it would be:

``````var matrix = [[0 for x in range(width)] for y in range(height)]
``````

but this returns an error in Godot.

in Engine

godotscript is not python and doesn't follow the pythonic way. Simply do it the old fashion way:

``````var matrix=[]
for x in range(width):
matrix[x]=[]
for y in range(height):
matrix[x][y]=0
``````
by (703 points)
selected

This approach is returning an error " Invalid set index '0' (on base: 'Array'). " at the first step

``````matrix[x] = []
``````

Strange. I did try it yesterday. Anyway, maybe using

``````matrix.append([])
``````

does the trick. The theory for the n dimensional matrix doesn't change.

Thank you , that seems to fix the problem:

``````var matrix = []
for x in range(width):
matrix.append([])
matrix[x]=[]
for y in range(height):
matrix[x].append([])
matrix[x][y]=0
``````

Almost, I fixed it for you. Your method had some redundancies that slowed it down.

``````var matrix = []
for x in range(width):
matrix.append([])
for y in range(height):
matrix[x].append(0)
``````

## matrix[x]=[]

this sets the [] you just appended into a []

## matrix[x][y]=0

these append a [] and then set the [] to a 0, which is weird and inefficient

the cleaned up method simply starts with a [], then adds [] as rows, ex: [ [],[],[] ]
then adds 0's into the rows, ex: [ [0,0,0],[0,0,0],[0,0,0] ]

one last side note: if you are making a very large 2D array (300x300 or higher), it seems to be faster to use a while loop instead of the for each loop with the `range` method, because the `range` method does something along the lines of building an array, ex: range(3) makes an array = [0,1,2]. This is slower than simply having an increment counter, ex: int x = 0, while(x<3), x += 1

Use append_array() for arrays, efficient for it expects specifically an array.
Examples:

``````array1.append_array(array2)
``````

Or such:

``````func create_map(w, h):
var map = []

for x in range(w):
var col = []
col.resize(h)
map.append(col)

return map
``````

Return Null-filled array.

by (44 points)

This is the way I create 2d arrays in godot:

``````var array_a = [1,2,3,4]
var array_b = [5,6,7,8]

var array_2d = [array_a, array_b]
``````

``````array_2d[0,1] -> 2
array_2d[1,2] -> 7
``````
by (22 points)

I believe the correct way to read/write is (now):

``````array_2d -> 2
``````

etc...

At least that's what i experienced in Godot 3.0

Seeing these awful answers; this is the most performance-friendly way of creating it:

``````func create_2d_array(width, height, value):
var a = []

for y in range(height):
a.append([])
a[y].resize(width)

for x in range(width):
a[y][x] = value

return a
``````

To be used as `array[y][x]`.

by (1,124 points)

This comment is ancient now, but why did you put y before x? That seems pretty programmer-unfriendly, considering that every other time coordinates are used, they go in alphabetical order (x,y)

@Davi-Danger, that isn't always true. It comes down to row-major vs. column major, which very much depends on the application of the 2D array. If I'm modeling something like a matrix, it isn't uncommon at all to have y first; and in some APIs it's the standard to do it that way.

After all, it doesn't just affect how the programmer sees it, it affects how it's arranged in memory.

2D Arrays are still not listed in documentation.

``````#creating 2D Arrays in GDscript
var my_array = [[]]

var width = 5
var height = 5

#setting 2D Array size
for x in width:
my_array.resize(width)

for y in height:
my_array[x].resize(y)

#setting a value
my_array = 1
``````
by (18 points)

Isn't it that the function `_ready()` should be replaced with `_init()` because the following code is initialization rather than something to do after entering the tree?

+1 vote

The simplest way is probably:

``````var r = [0,0,0,0,0,0,0,0,0,0,0,0,0]#r for row
var matrix = [r,r,r,r,r,r,r,r,r,r,r,r,r,r,r]
``````
by (16 points)

Unfortunately your answer will lead to a serious problem if you change any one of the elements in `matrix`. Say you assign `matrix = 1`, then `matrix` will become something like

``````[
1, 0,0,0,0,0,0,0,0,0,0,0,0
1, 0,0,0,0,0,0,0,0,0,0,0,0
...
1, 0,0,0,0,0,0,0,0,0,0,0,0
]
``````

Since you have repeated appended the same `r` to `matrix`, the underlying elements in `matrix` is referencing the same memory block, i.e., `matrix` and `matrix` is pointing to the same memory block which is also referenced by `var r`.

This is because `r` is shallowly copied into `matrix`. You should use deep copy instead.

extends Node2D
var AilList = Array()
func _on
Buttonpressed():
\$Label.text=str("hi")
Ail
List = make2darray()
print(AilList)
print(Ail
List)

func make2darray():
var array1 = Array()
var i
hei =[0,1 ,2 ,3 ,4, 5, 6 ,7 ,8 ,9 ,10 ,11 ,12 ,13 ,14 ,15 ,16]
var width = 4
var height = 4
var counok = 0
for i in width:
var array
2 = Array()
for j in height:
array2.append(ihei[counok])
coun
ok += 1
array1.append(array2)
return array_1

by (14 points)
``````                X1      X2
var Arr2D = [[y1,y2],[y1,y2]]
``````

you dont need a code to do it , its just that easy!!!

look here is an Example :

``````var Arr2D = [[1,3],[2,4]]
print(Arr2D)
``````

will print 3

by (16 points)
``````var matrix = [[],[]]