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

+29 -54
View File
@@ -9,54 +9,13 @@ extends Control
## Emitted when another MusicServer is picked in the settings, after the quiz has
## reloaded from it.
signal server_changed
## Emitted with a line for the game log, e.g. when a player gets a point.
signal event_logged(text: String)
@onready
var open_button: Button = $Open
@onready
var file_dialog: FileDialog = $FileDialog
@onready
var inspiration_list: InspirationList = $InspirationList
@onready
var now_playing: NowPlaying = $NowPlaying
@onready
var players_panel: PlayersPanel = $PlayersPanel
@onready
var toolbar: QuizToolbar = $QuizToolbar
@onready
var settings_popup: SettingsPopup = $SettingsPopup
@onready
var winner_popup: WinnerPopup = %WinnerPopup
@onready
var song_controls: SongControls = $SongControls
@onready
var song_loader: SongLoader = $SongLoader
@onready
var music_list_panel: MusicListPanel = $MusicListPanel
@onready
var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
@onready
var music_player: MusicPlayer = $MusicPlayer
@onready
var debug_label: Label = $DebugLabel
var songs: Array= []
var songs: Array = []
var current_player_row: PlayerRow
## True while statistics are off because a player won, until points are reset.
@@ -65,6 +24,21 @@ var stats_paused_by_win: bool = false
## Dims the window behind an open popup and keeps clicks from reaching the buttons under it.
var popup_backdrop: PopupBackdrop
@onready var open_button: Button = $Open
@onready var file_dialog: FileDialog = $FileDialog
@onready var inspiration_list: InspirationList = $InspirationList
@onready var now_playing: NowPlaying = $NowPlaying
@onready var players_panel: PlayersPanel = $PlayersPanel
@onready var toolbar: QuizToolbar = $QuizToolbar
@onready var settings_popup: SettingsPopup = $SettingsPopup
@onready var winner_popup: WinnerPopup = %WinnerPopup
@onready var song_controls: SongControls = $SongControls
@onready var song_loader: SongLoader = $SongLoader
@onready var music_list_panel: MusicListPanel = $MusicListPanel
@onready var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
@onready var music_player: MusicPlayer = $MusicPlayer
@onready var debug_label: Label = $DebugLabel
func _ready() -> void:
popup_backdrop = PopupBackdrop.add_to(self, _popups())
@@ -83,14 +57,14 @@ func _ready() -> void:
song_loader.song_list_loaded.connect(update_song_list)
song_loader.song_added.connect(_on_song_added)
character_select_popup.connect("new_new_character_selected", _on_new_character_selected)
character_select_popup.character_selected.connect(_on_new_character_selected)
music_list_panel.song_clicked.connect(song_object_clicked)
players_panel.player_added.connect(_on_player_added)
players_panel.player_removed.connect(_on_player_removed)
players_panel.change_character_requested.connect(_on_change_character_requested)
music_player.connect("play_next_song", play_next_song)
music_player.connect("update_song_list", update_song_list)
settings_popup.connect("server_changed", _on_server_changed)
music_player.play_next_song.connect(play_next_song)
music_player.update_song_list.connect(update_song_list)
settings_popup.server_changed.connect(_on_server_changed)
settings_popup.visibility_changed.connect(_on_settings_popup_visibility_changed)
open_button.pressed.connect(open)
@@ -192,7 +166,7 @@ func update_song_list() -> void:
func song_object_clicked(song_no: int) -> void:
GameLog.debug("Clicked Song Object: ", Playlist.song_object_array[song_no].to_string())
if Settings.character_select_open == false:
if !Settings.character_select_open:
if Playlist.get_song(song_no) == null:
GameLog.debug("has no song, need to download")
var song_downloaded: Callable = func song_downloaded(body: PackedByteArray) -> void:
@@ -233,12 +207,12 @@ func show_settings() -> void:
# Each new player's points reach the music player, the log and the winner popup.
func _on_player_added(new_player_object: PlayerObject) -> void:
new_player_object.connect("first_point_triggerd", music_player._on_point_triggered.bind("first"))
new_player_object.connect("match_point_triggerd", music_player._on_point_triggered.bind("match"))
new_player_object.connect("winner_triggerd", _on_player_won.bind(new_player_object))
new_player_object.connect("point_given_sound", _on_make_point_given_sound)
new_player_object.connect("player_point_given", _on_point_given.bind(new_player_object))
new_player_object.connect("player_point_taken", _on_point_taken.bind(new_player_object))
new_player_object.first_point_triggered.connect(music_player._on_point_triggered.bind("first"))
new_player_object.match_point_triggered.connect(music_player._on_point_triggered.bind("match"))
new_player_object.winner_triggered.connect(_on_player_won.bind(new_player_object))
new_player_object.point_given_sound.connect(_on_make_point_given_sound)
new_player_object.player_point_given.connect(_on_point_given.bind(new_player_object))
new_player_object.player_point_taken.connect(_on_point_taken.bind(new_player_object))
func _on_point_given(player_object: PlayerObject) -> void:
@@ -293,6 +267,7 @@ func _on_new_character_selected(character_texture: ImageTexture) -> void:
var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
func open() -> void:
file_dialog.popup()