feat(poc): implement Sprint 1 proof of concept
- project.godot with autoload configuration - Reception room with placeholder visuals - Draggable Character with DragDropComponent - Interactive flower object with bounce animation - GameState, SaveManager, AudioManager, InputManager autoloads - HUD with back button and music toggle Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
63
scripts/autoload/AudioManager.gd
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63
scripts/autoload/AudioManager.gd
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## AudioManager — music playback with cross-fade, SFX playback, volume control.
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extends Node
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const DEFAULT_MUSIC_VOLUME: float = 0.6
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const CROSSFADE_DURATION: float = 1.0
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var _music_player_a: AudioStreamPlayer
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var _music_player_b: AudioStreamPlayer
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var _active_player: AudioStreamPlayer
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var _sfx_player: AudioStreamPlayer
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var _music_volume: float = DEFAULT_MUSIC_VOLUME
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var _sfx_volume: float = 1.0
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var _is_fading: bool = false
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func _ready() -> void:
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_music_player_a = AudioStreamPlayer.new()
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_music_player_b = AudioStreamPlayer.new()
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_sfx_player = AudioStreamPlayer.new()
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add_child(_music_player_a)
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add_child(_music_player_b)
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add_child(_sfx_player)
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_active_player = _music_player_a
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_apply_music_volume()
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func play_music(stream: AudioStream) -> void:
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if _active_player.stream == stream and _active_player.playing:
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return
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var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a
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next_player.stream = stream
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next_player.volume_db = linear_to_db(0.0)
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next_player.play()
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var tween: Tween = create_tween()
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tween.set_parallel(true)
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tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
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tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
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var prev_player: AudioStreamPlayer = _active_player
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tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
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_active_player = next_player
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func play_sfx(stream: AudioStream) -> void:
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_sfx_player.stream = stream
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_sfx_player.volume_db = linear_to_db(_sfx_volume)
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_sfx_player.play()
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func set_music_volume(value: float) -> void:
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_music_volume = clampf(value, 0.0, 1.0)
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_apply_music_volume()
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func set_sfx_volume(value: float) -> void:
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_sfx_volume = clampf(value, 0.0, 1.0)
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func get_music_volume() -> float:
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return _music_volume
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func _apply_music_volume() -> void:
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_active_player.volume_db = linear_to_db(_music_volume)
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45
scripts/autoload/GameState.gd
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45
scripts/autoload/GameState.gd
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## GameState — global game state: character positions, object states, current room.
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extends Node
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signal state_changed
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signal character_moved(character_id: String, position: Vector2)
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var _character_positions: Dictionary = {}
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var _object_states: Dictionary = {}
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var current_room: String = "reception"
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func get_character_position(id: String) -> Vector2:
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return _character_positions.get(id, Vector2.ZERO)
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func set_character_position(id: String, pos: Vector2) -> void:
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_character_positions[id] = pos
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character_moved.emit(id, pos)
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state_changed.emit()
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func get_object_state(id: String) -> String:
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return _object_states.get(id, "idle")
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func set_object_state(id: String, state: String) -> void:
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_object_states[id] = state
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state_changed.emit()
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func get_save_data() -> Dictionary:
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return {
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"character_positions": _character_positions,
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"object_states": _object_states,
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"current_room": current_room,
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}
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func apply_save_data(data: Dictionary) -> void:
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if data.has("character_positions"):
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_character_positions = data["character_positions"]
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if data.has("object_states"):
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_object_states = data["object_states"]
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if data.has("current_room"):
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current_room = data["current_room"]
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30
scripts/autoload/InputManager.gd
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30
scripts/autoload/InputManager.gd
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## InputManager — abstracts touch and mouse input into unified drag signals.
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extends Node
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signal drag_started(position: Vector2)
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signal drag_moved(position: Vector2)
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signal drag_ended(position: Vector2)
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var _is_dragging: bool = false
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func _input(event: InputEvent) -> void:
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if event is InputEventScreenTouch:
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if event.pressed:
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_is_dragging = true
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drag_started.emit(event.position)
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else:
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_is_dragging = false
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drag_ended.emit(event.position)
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elif event is InputEventScreenDrag:
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if _is_dragging:
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drag_moved.emit(event.position)
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elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
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if event.pressed:
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_is_dragging = true
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drag_started.emit(event.position)
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else:
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_is_dragging = false
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drag_ended.emit(event.position)
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elif event is InputEventMouseMotion and _is_dragging:
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drag_moved.emit(event.position)
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40
scripts/autoload/SaveManager.gd
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40
scripts/autoload/SaveManager.gd
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## SaveManager — persists game state as JSON to user://savegame.json, auto-saves on state_changed.
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extends Node
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const SAVE_PATH: String = "user://savegame.json"
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func _ready() -> void:
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GameState.state_changed.connect(_on_state_changed)
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func save_game() -> void:
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var data: Dictionary = GameState.get_save_data()
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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if file == null:
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return
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file.store_string(JSON.stringify(data))
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file.close()
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func load_game() -> void:
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if not FileAccess.file_exists(SAVE_PATH):
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return
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
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if file == null:
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return
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var raw: String = file.get_as_text()
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file.close()
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var parsed = JSON.parse_string(raw)
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if parsed is Dictionary:
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GameState.apply_save_data(parsed)
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func reset_game() -> void:
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(SAVE_PATH)
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GameState.apply_save_data({})
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func _on_state_changed() -> void:
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save_game()
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