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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@@ -87,6 +87,7 @@ static func prepare_autoloads() -> void:
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func run(on_state: Callable) -> void:
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# The debug build lowers the winning score on startup; keep it out of reach
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Settings.winning_score = 20
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_stop_caret_blink(_main)
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await _settle()
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await on_state.call("startup", null)
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@@ -194,6 +195,14 @@ func _call(method: String, args: Array = []) -> Variant:
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return _main.callv(method, args)
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# A blinking text cursor would be shown in some pictures and not in others
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func _stop_caret_blink(node: Node) -> void:
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if node is TextEdit || node is LineEdit:
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node.caret_blink = false
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for child: Node in node.get_children():
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_stop_caret_blink(child)
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func _server() -> FakeHttpTransport:
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return MusicServerClient.transport
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