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

No files matched your search

+19 -19
View File
@@ -1,21 +1,6 @@
class_name PlayerRow
extends Control
@onready
var player_name_field: Label = %Name
@onready
var add_button: Button = %AddPoint
@onready
var minus_button: Button = %RemovePoint
@onready
var character: TextureButton = %Character
@onready
var remove_player: TextureButton = %RemovePlayer
signal change_character_clicked
signal player_removed
@@ -26,7 +11,13 @@ var player_object: PlayerObject
## gives this player a point and Ctrl+Alt+<list_index + 1> takes one away.
var list_index: int
# Called when the node enters the scene tree for the first time.
@onready var player_name_field: Label = %Name
@onready var add_button: Button = %AddPoint
@onready var minus_button: Button = %RemovePoint
@onready var character: TextureButton = %Character
@onready var remove_player: TextureButton = %RemovePlayer
func _ready() -> void:
add_button.pressed.connect(add_point)
add_button.set_shortcut(create_button_shortcut(list_index, false))
@@ -37,42 +28,51 @@ func _ready() -> void:
update_score()
set_player_character()
func _process(delta: float) -> void:
remove_player.visible = Settings.edit_players
func create_button_shortcut(index: int, ctrl_pressed: bool) -> Shortcut:
var button_shortcut: Shortcut = Shortcut.new()
var button_event : InputEventKey = InputEventKey.new()
var button_event: InputEventKey = InputEventKey.new()
button_event.keycode = KEY_1 + index
button_event.alt_pressed = true
button_event.ctrl_pressed = ctrl_pressed
button_shortcut.events.append(button_event)
return button_shortcut
func add_point() -> void:
player_object.add_point()
update_score()
func minus_point() -> void:
player_object.minus_point()
update_score()
func change_character() -> void:
change_character_clicked.emit()
func new_character_selected(character_texture: ImageTexture) -> void:
GameLog.debug("Back in player list with new")
player_object.character = character_texture
set_player_character()
func set_player_character() -> void:
character.custom_minimum_size = Vector2(80, 40)
character.ignore_texture_size = true
character.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
character.texture_normal = player_object.character
func update_score() -> void:
if OS.has_feature("debug"):
player_name_field.text = str(list_index + 1) + " " + player_object.player_name + ": " + str(player_object.player_score)
player_name_field.text = "%d %s: %d" % [list_index + 1, player_object.player_name,
player_object.player_score]
else:
player_name_field.text = player_object.player_name + ": " + str(player_object.player_score)