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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+12 -18
View File
@@ -7,6 +7,7 @@ extends PanelContainer
## Emitted when a player has been added to [code]Settings.player_array[/code], before
## the list shows it.
signal player_added(player_object: PlayerObject)
## Emitted when a player has been removed from [code]Settings.player_array[/code].
@@ -17,26 +18,17 @@ signal change_character_requested(row: PlayerRow, player_name: String)
var _player_row: PackedScene = preload("res://PlayerRow.tscn")
@onready
var add_players_button: TextureButton = %AddPlayersButton
@onready
var add_player_container: HBoxContainer = %AddPlayerContainer
@onready
var add_player_button: Button = %AddPlayerButton
@onready
var new_player_name_field: TextEdit = %PlayerNameField
@onready
var players_list_container: VBoxContainer = %PlayersListVBoxContainer
@onready var add_players_button: TextureButton = %AddPlayersButton
@onready var add_player_container: HBoxContainer = %AddPlayerContainer
@onready var add_player_button: Button = %AddPlayerButton
@onready var new_player_name_field: PlayerNameField = %PlayerNameField
@onready var players_list_container: VBoxContainer = %PlayersListVBoxContainer
func _ready() -> void:
add_players_button.pressed.connect(add_players)
add_player_button.pressed.connect(add_player)
new_player_name_field.connect("enter_key_pressed", add_player)
new_player_name_field.enter_key_pressed.connect(add_player)
## Shows or hides the row for adding players, and the buttons for removing them.
@@ -51,7 +43,8 @@ func add_players() -> void:
## already as many players as there can be.
func add_player() -> void:
GameLog.debug("add_player")
if new_player_name_field.text != "" && Settings.player_array.size() < Settings.MAX_NUMBER_OF_PLAYERS:
if new_player_name_field.text != "" \
&& Settings.player_array.size() < Settings.MAX_NUMBER_OF_PLAYERS:
var new_player_object: PlayerObject = PlayerObject.new(new_player_name_field.text)
new_player_name_field.text = ""
Settings.player_array.append(new_player_object)
@@ -72,8 +65,9 @@ func reload() -> void:
new_player.player_object = player_object
new_player.list_index = counter
new_player.connect("change_character_clicked", _on_change_character_clicked.bind(new_player, player_object.player_name))
new_player.connect("player_removed", _on_player_removed.bind(player_object))
new_player.change_character_clicked.connect(
_on_change_character_clicked.bind(new_player, player_object.player_name))
new_player.player_removed.connect(_on_player_removed.bind(player_object))
players_list_container.add_child(new_player)
counter += 1