- 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.
51 lines
1.8 KiB
GDScript
51 lines
1.8 KiB
GDScript
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 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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visible = false
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func show_winner(winner: PlayerObject) -> void:
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visible = true
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# Set winner info
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winner_label.text = winner.player_name + " won with " + str(winner.player_score) + \
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" points!!"
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winner_picture.texture = winner.character
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# The "no character" placeholder is pixel art, which blurs when scaled up smoothly
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if winner.character.resource_path == PlayerObject.NO_CHARACTER_PATH:
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winner_picture.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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else:
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winner_picture.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR
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winner_picture.custom_minimum_size = Vector2(480, 200)
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winner_picture.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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winner_picture.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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# Clear previous player list entries
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for child: Node in players_list.get_children():
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child.queue_free()
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# Sort players by score (descending) and add to list
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var sorted_players: Array = Settings.player_array.duplicate()
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sorted_players.sort_custom(
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func(a: PlayerObject, b: PlayerObject) -> bool:
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return a.player_score > b.player_score
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)
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var placing: int = 2
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for player: PlayerObject in sorted_players:
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if player == winner:
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continue # Skip the winner, already shown above
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var label: Label = Label.new()
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label.text = str(placing) + ". " + player.player_name + " - " + \
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str(player.player_score) + " points"
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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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