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.
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@@ -4,35 +4,36 @@ extends ScrollContainer
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## by itself, at the speed set in the settings.
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## The soundtracks shown, in order.
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var soundtracks: Array = []
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# Scroll direction: 1 = down, -1 = up
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var scroll_direction: int = 1
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@onready
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var _rows: VBoxContainer = $VBoxContainer
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@onready var _rows: VBoxContainer = $VBoxContainer
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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scroll_direction = 1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var speed_pixels_per_second: float = float(Settings.inspiration_list_speed) * 60.0
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var scroll_amount: float = speed_pixels_per_second * delta * float(scroll_direction)
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var scroll_bar = get_v_scroll_bar()
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var scroll_bar: VScrollBar = get_v_scroll_bar()
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# Don't scroll if list is empty or too short
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if scroll_bar.max_value <= 0:
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return
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var current_pos = scroll_bar.value
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var current_pos: float = scroll_bar.value
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if scroll_direction == 1:
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# Scrolling down
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if current_pos + scroll_bar.page < scroll_bar.max_value:
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scroll_bar.value = min(current_pos + scroll_amount, scroll_bar.max_value - scroll_bar.page)
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scroll_bar.value = minf(current_pos + scroll_amount,
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scroll_bar.max_value - scroll_bar.page)
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else:
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# Reached bottom, reverse direction
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scroll_direction = -1
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@@ -40,7 +41,7 @@ func _process(delta: float) -> void:
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else:
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# Scrolling up
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if current_pos > 0:
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scroll_bar.value = max(current_pos + scroll_amount, 0)
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scroll_bar.value = maxf(current_pos + scroll_amount, 0)
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else:
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# Reached top, reverse direction
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scroll_direction = 1
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@@ -50,7 +51,7 @@ func _process(delta: float) -> void:
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## Fetches every soundtrack from the server and shows them.
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func load_from_server() -> void:
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GameLog.debug("load_from_server")
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var populate_list: Callable = func populate_list(array) -> void:
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var populate_list: Callable = func populate_list(array: Variant) -> void:
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if typeof(array) == TYPE_ARRAY:
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show_soundtracks(array)
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else:
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