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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@@ -105,7 +105,8 @@ func test_rows_follow_player_order_and_numbering() -> void:
_add("Marle")
_add("Lucca")
assert_array(_rows().map(func(row: PlayerRow) -> String: return row.player_object.player_name)) \
assert_array(_rows().map(
func(row: PlayerRow) -> String: return row.player_object.player_name)) \
.contains_exactly(["Crono", "Marle", "Lucca"])
assert_array(_rows().map(func(row: PlayerRow) -> int: return row.list_index)) \
.contains_exactly([0, 1, 2])