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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@@ -1,17 +1,11 @@
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class_name WinnerPopup
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extends BasePopup
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## Shows who won, with their character, and where the other players placed.
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@onready
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var winner_panel: Panel = %WinnerPanel
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@onready
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var winner_picture: TextureRect = %WinnerPicture
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@onready
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var winner_label: Label = %WinnerLabel
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@onready
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var players_list: VBoxContainer = %PlayersList
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@onready var winner_panel: Panel = %WinnerPanel
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@onready var winner_picture: TextureRect = %WinnerPicture
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@onready var winner_label: Label = %WinnerLabel
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@onready var players_list: VBoxContainer = %PlayersList
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func _ready() -> void:
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@@ -54,6 +48,3 @@ func show_winner(winner: PlayerObject) -> void:
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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players_list.add_child(label)
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placing += 1
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