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