Follow the GDScript style guide in every script

- Types on every parameter, return value and variable, and snake_case names
  (the player name limit is the constant MAX_NAME_LENGTH).
- Spelling fixes: *_triggered, character_selected, separator, caught_errors.
  The server's catched_errors key stays as the server sends it.
- Signals are connected with signal.connect() instead of by name.
- Code is ordered signals, constants, exported vars, vars, @onready vars,
  functions, with @onready on one line and two blank lines between functions.
- Every script starts with a ## description. Template comments, old LOC notes
  and commented-out code are gone, apart from the local play code.
- Lines are at most 100 characters, apart from the local play path.
- The screenshot tour turns off the blinking text cursor so pictures match.
This commit is contained in:
Sansan committed 2026-10-06 11:53:26 +02:00
1 parent 674604425f
commit a0428e3475
45 files changed
+580 -589

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+19 -18
View File
@@ -1,21 +1,30 @@
class_name CharacterCard
extends Control
## One character in the character select popup: its picture and name. Clicking it picks
## the character.
@onready
var panel: Panel = $Panel
@onready
var character_image: TextureRect = %CharacterTextureRect
@onready
var character_name_label: Label = %CharacterName
## Emitted with the character's picture when the card is clicked.
signal new_character_selected(img_texture: ImageTexture)
@onready var panel: Panel = $Panel
@onready var character_image: TextureRect = %CharacterTextureRect
@onready var character_name_label: Label = %CharacterName
func _input(event: InputEvent) -> void:
if visible && Settings.character_select_open:
if event is InputEventMouseButton && event.is_pressed() \
&& event.get_button_index() == MOUSE_BUTTON_LEFT:
var local_event: InputEvent = make_input_local(event)
if Rect2(Vector2(0, 0), panel.size).has_point(local_event.position):
GameLog.debug(character_name_label.text)
new_character_selected.emit(character_image.texture)
## Shows [param character_name] and fetches its picture from the server.
func set_character_name(character_name: String) -> void:
panel.size = Vector2(240, 145)
#margin.size = Vector2(240, 145)
#margin set margin 15, 10, 15, 0
character_name_label.text = character_name.split(".")[0]
character_name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var image_fetched: Callable = func image_fetched(image: PackedByteArray) -> void:
@@ -37,11 +46,3 @@ func set_character_name(character_name: String) -> void:
character_image.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
character_image.texture = new_image
MusicServerClient.fetch_character_image(character_name, image_fetched)
func _input(event: InputEvent) -> void:
if self.visible == true && Settings.character_select_open == true:
if event is InputEventMouseButton && event.is_pressed() && event.get_button_index() == MOUSE_BUTTON_LEFT:
var evLocal: InputEvent = make_input_local(event)
if Rect2(Vector2(0, 0), panel.size).has_point(evLocal.position):
GameLog.debug(character_name_label.text)
new_character_selected.emit(character_image.texture)