feat(core): implement room navigation, character states, save/load and settings menu
- RoomNavigator autoload: smooth camera pan between floors - Floor1 and Floor2 placeholder rooms with elevator buttons - CharacterData Resource with State enum (HEALTHY/SICK/SLEEPING/TIRED) - Character visual state feedback via ColorRect color - Main scene loads saved state on startup - SettingsMenu with music/sfx sliders and game reset - HUD settings button to open SettingsMenu Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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29
scenes/objects/ElevatorButton.tscn
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29
scenes/objects/ElevatorButton.tscn
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[gd_scene load_steps=3 format=3 uid="uid://cozypaw_elevator_btn"]
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[ext_resource type="Script" path="res://scripts/objects/elevator_button.gd" id="1_elevbtn"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_elevbtn"]
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size = Vector2(80, 80)
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[node name="ElevatorButton" type="Node2D"]
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script = ExtResource("1_elevbtn")
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[node name="Visual" type="ColorRect" parent="."]
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color = Color(0.95, 0.75, 0.3, 1)
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size = Vector2(80, 80)
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position = Vector2(-40, -40)
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[node name="Label" type="Label" parent="Visual"]
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offset_left = 0.0
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offset_top = 0.0
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offset_right = 80.0
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offset_bottom = 80.0
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horizontal_alignment = 1
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vertical_alignment = 1
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text = "▲"
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[node name="CollisionArea" type="Area2D" parent="."]
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input_pickable = true
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[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
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shape = SubResource("RectangleShape2D_elevbtn")
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