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