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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+17 -18
View File
@@ -1,35 +1,31 @@
class_name CharacterSelectPopup
extends BasePopup
@onready
var character_panel: Panel = %CharacterPanel
@onready
var title_label: Label = %TitleLabel
@onready
var character_grid: GridContainer = %CharacterGridContainer
@onready
var close_timer: Timer = %CloseTimer
## Emitted with the picture of the character that was picked.
signal character_selected(texture: ImageTexture)
var can_select_character: bool = false
signal new_new_character_selected(file_name: String)
var character: PackedScene = preload("res://CharacterCard.tscn")
@onready var character_panel: Panel = %CharacterPanel
@onready var title_label: Label = %TitleLabel
@onready var character_grid: GridContainer = %CharacterGridContainer
@onready var close_timer: Timer = %CloseTimer
func _ready() -> void:
close_timer.timeout.connect(_on_close_timeout)
func _on_close_timeout() -> void:
GameLog.debug("_on_close_timeout!")
Settings.character_select_open = false
close_timer.stop()
func load_characters() -> void:
GameLog.debug("load_characters")
var fetch_character_list: Callable = func fetch_character_list(list) -> void:
var fetch_character_list: Callable = func fetch_character_list(list: Variant) -> void:
GameLog.debug("fetch_character_list")
Settings.delete_children(character_grid)
if typeof(list) == TYPE_ARRAY:
@@ -40,9 +36,10 @@ func load_characters() -> void:
character_box.custom_minimum_size = Vector2(235, 145)
character_box.size = Vector2(235, 145)
character_box.set_character_name(character_name)
character_box.connect("new_character_selected", _on_character_selected)
character_box.new_character_selected.connect(_on_character_selected)
MusicServerClient.fetch_character_list(fetch_character_list)
func show_grid(player_name: String) -> void:
GameLog.debug("show_grid")
title_label.text = "Select character for " + player_name
@@ -51,16 +48,18 @@ func show_grid(player_name: String) -> void:
can_select_character = true
Settings.character_select_open = true
func close() -> void:
super()
Settings.character_select_open = false
func _on_character_selected(texture: ImageTexture) -> void:
GameLog.debug("_on_character_selected")
# Not close(): character_select_open stays true until close_timer fires, so the click
# that picked the character does not also select a song behind it
self.visible = false
visible = false
if can_select_character:
new_new_character_selected.emit(texture)
character_selected.emit(texture)
close_timer.start()
can_select_character = false