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>
This commit is contained in:
Steven Wroblewski
2026-04-17 12:17:56 +02:00
parent ace7d722ed
commit 13db45bb04
12 changed files with 402 additions and 9 deletions

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@@ -3,18 +3,55 @@ class_name Character extends Node2D
signal character_picked_up(character: Character)
signal character_placed(character: Character, position: Vector2)
signal state_changed(new_state: CharacterData.State)
@export var character_id: String = ""
@export var display_name: String = ""
@export var data: CharacterData
var _is_held: bool = false
const _STATE_COLORS: Dictionary = {
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
CharacterData.State.SLEEPING: Color(0.8, 0.7, 0.95),
CharacterData.State.TIRED: Color(1.0, 0.95, 0.6),
CharacterData.State.PREGNANT: Color(1.0, 0.85, 0.9),
CharacterData.State.BABY: Color(0.9, 0.95, 1.0),
}
func _ready() -> void:
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
if drag != null:
drag.drag_picked_up.connect(_on_drag_picked_up)
drag.drag_released.connect(_on_drag_released)
if data != null:
_update_visual_state()
func set_state(new_state: CharacterData.State) -> void:
if data == null:
return
data.state = new_state
_update_visual_state()
state_changed.emit(new_state)
func _update_visual_state() -> void:
if data == null:
return
var visual: ColorRect = get_node_or_null("Visual") as ColorRect
if visual == null:
return
var color: Color = _STATE_COLORS.get(data.state, Color(0.6, 0.8, 1.0))
visual.color = color
var ear_left: ColorRect = get_node_or_null("Ears/EarLeft") as ColorRect
var ear_right: ColorRect = get_node_or_null("Ears/EarRight") as ColorRect
if ear_left != null:
ear_left.color = color
if ear_right != null:
ear_right.color = color
func _on_drag_picked_up(_pos: Vector2) -> void:

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@@ -0,0 +1,12 @@
## CharacterData — Resource holding all persistent state for one character.
class_name CharacterData extends Resource
enum State { HEALTHY, SICK, SLEEPING, TIRED, PREGNANT, BABY }
enum Species { BUNNY, KITTEN }
@export var id: String = ""
@export var display_name: String = ""
@export var species: Species = Species.BUNNY
@export var state: State = State.HEALTHY
@export var current_floor: int = 0
@export var position: Vector2 = Vector2.ZERO

16
scripts/main/main.gd Normal file
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@@ -0,0 +1,16 @@
## Main — scene root: wires up RoomNavigator and restores saved character positions.
extends Node2D
func _ready() -> void:
RoomNavigator.initialize($Camera2D)
SaveManager.load_game()
_apply_saved_state()
func _apply_saved_state() -> void:
for character in $Characters.get_children():
if character is Character and character.data != null:
var pos: Vector2 = GameState.get_character_position(character.data.id)
if pos != Vector2.ZERO:
character.global_position = pos

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@@ -0,0 +1,30 @@
## ElevatorButton — tappable button that navigates the camera to a target floor.
class_name ElevatorButton extends Node2D
@export var target_floor: int = 0
var _area: Area2D
func _ready() -> void:
_area = get_node_or_null("CollisionArea") as Area2D
if _area != null:
_area.input_event.connect(_on_input_event)
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_on_pressed()
elif event is InputEventScreenTouch and event.pressed:
_on_pressed()
func _on_pressed() -> void:
RoomNavigator.go_to_floor(target_floor)
_play_bounce()
func _play_bounce() -> void:
var tween: Tween = create_tween()
tween.tween_property(self, "scale", Vector2(1.15, 1.15), 0.08)
tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)

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@@ -1,10 +1,11 @@
## HUD — heads-up display with back button and music toggle.
## HUD — heads-up display with back button, music toggle, and settings access.
extends CanvasLayer
const MUSIC_ON_SYMBOL: String = ""
const MUSIC_OFF_SYMBOL: String = ""
var _music_enabled: bool = true
@onready var _settings_menu: SettingsMenu = get_node_or_null("/root/Main/UI/SettingsMenu") as SettingsMenu
func _on_back_button_pressed() -> void:
@@ -18,3 +19,8 @@ func _on_music_toggle_pressed() -> void:
var btn: Button = get_node_or_null("MusicToggle") as Button
if btn != null:
btn.text = MUSIC_ON_SYMBOL if _music_enabled else MUSIC_OFF_SYMBOL
func _on_settings_button_pressed() -> void:
if _settings_menu != null:
_settings_menu.show_menu()

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@@ -0,0 +1,30 @@
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
extends Node
signal room_changed(floor_index: int)
const FLOOR_HEIGHT: float = 720.0
const CAMERA_TWEEN_DURATION: float = 0.6
var _current_floor: int = 0
var _camera: Camera2D
func initialize(camera: Camera2D) -> void:
_camera = camera
func go_to_floor(floor_index: int) -> void:
if _camera == null or floor_index == _current_floor:
return
_current_floor = floor_index
var target_y: float = floor_index * -FLOOR_HEIGHT
var tween: Tween = _camera.create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(_camera, "position:y", target_y, CAMERA_TWEEN_DURATION)
room_changed.emit(floor_index)
func get_current_floor() -> int:
return _current_floor

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@@ -0,0 +1,37 @@
## SettingsMenu — overlay panel for audio volume and game reset.
class_name SettingsMenu extends CanvasLayer
func _ready() -> void:
visible = false
func show_menu() -> void:
visible = true
func hide_menu() -> void:
visible = false
func _on_music_slider_value_changed(value: float) -> void:
AudioManager.set_music_volume(value)
func _on_sfx_slider_value_changed(value: float) -> void:
AudioManager.set_sfx_volume(value)
func _on_reset_button_pressed() -> void:
var dialog: ConfirmationDialog = get_node_or_null("Panel/ResetConfirmDialog") as ConfirmationDialog
if dialog != null:
dialog.popup_centered()
func _on_reset_confirmed() -> void:
SaveManager.reset_game()
get_tree().reload_current_scene()
func _on_close_button_pressed() -> void:
hide_menu()