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

+5 -14
View File
@@ -1,17 +1,11 @@
class_name WinnerPopup
extends BasePopup
## Shows who won, with their character, and where the other players placed.
@onready
var winner_panel: Panel = %WinnerPanel
@onready
var winner_picture: TextureRect = %WinnerPicture
@onready
var winner_label: Label = %WinnerLabel
@onready
var players_list: VBoxContainer = %PlayersList
@onready var winner_panel: Panel = %WinnerPanel
@onready var winner_picture: TextureRect = %WinnerPicture
@onready var winner_label: Label = %WinnerLabel
@onready var players_list: VBoxContainer = %PlayersList
func _ready() -> void:
@@ -54,6 +48,3 @@ func show_winner(winner: PlayerObject) -> void:
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
players_list.add_child(label)
placing += 1