fix(core): resolve review findings in Sprint 3-4

- Fix SaveManager reset_game to use DirAccess.remove correctly
- Add null check for FileAccess.open in save_game
- Fix AudioManager crossfade tween callback chain
- Replace fragile absolute HUD path with relative onready
- Guard character position save against empty id
- Add GameState.has_character_position helper
- Emit room_changed signal after tween completes
- Add target_floor validation in ElevatorButton
- Persist audio settings via GameState
- Add class_name to RoomNavigator, AudioManager, HUD

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-04-17 12:22:27 +02:00
parent 13db45bb04
commit 6b0c41bbfd
9 changed files with 36 additions and 14 deletions

View File

@@ -1,5 +1,5 @@
## AudioManager — music playback with cross-fade, SFX playback, volume control.
extends Node
class_name AudioManager extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6
const CROSSFADE_DURATION: float = 1.0
@@ -31,13 +31,13 @@ func play_music(stream: AudioStream) -> void:
next_player.stream = stream
next_player.volume_db = linear_to_db(0.0)
next_player.play()
var prev_player: AudioStreamPlayer = _active_player
_active_player = next_player
var tween: Tween = create_tween()
tween.set_parallel(true)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
var prev_player: AudioStreamPlayer = _active_player
tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
_active_player = next_player
tween.chain().tween_callback(prev_player.stop)
func play_sfx(stream: AudioStream) -> void:

View File

@@ -7,6 +7,12 @@ signal character_moved(character_id: String, position: Vector2)
var _character_positions: Dictionary = {}
var _object_states: Dictionary = {}
var current_room: String = "reception"
var music_volume: float = 0.6
var sfx_volume: float = 1.0
func has_character_position(id: String) -> bool:
return _character_positions.has(id)
func get_character_position(id: String) -> Vector2:
@@ -33,6 +39,8 @@ func get_save_data() -> Dictionary:
"character_positions": _character_positions,
"object_states": _object_states,
"current_room": current_room,
"music_volume": music_volume,
"sfx_volume": sfx_volume,
}
@@ -43,3 +51,7 @@ func apply_save_data(data: Dictionary) -> void:
_object_states = data["object_states"]
if data.has("current_room"):
current_room = data["current_room"]
if data.has("music_volume"):
music_volume = data["music_volume"]
if data.has("sfx_volume"):
sfx_volume = data["sfx_volume"]

View File

@@ -12,6 +12,7 @@ func save_game() -> void:
var data: Dictionary = GameState.get_save_data()
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file == null:
push_error("SaveManager: cannot open save file for writing")
return
file.store_string(JSON.stringify(data))
file.close()
@@ -32,7 +33,9 @@ func load_game() -> void:
func reset_game() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
var dir: DirAccess = DirAccess.open("user://")
if dir != null:
dir.remove("savegame.json")
GameState.apply_save_data({})

View File

@@ -61,5 +61,7 @@ func _on_drag_picked_up(_pos: Vector2) -> void:
func _on_drag_released(pos: Vector2) -> void:
_is_held = false
if data == null or data.id.is_empty():
return
GameState.set_character_position(character_id, global_position)
character_placed.emit(self, global_position)

View File

@@ -5,12 +5,13 @@ extends Node2D
func _ready() -> void:
RoomNavigator.initialize($Camera2D)
SaveManager.load_game()
AudioManager.set_music_volume(GameState.music_volume)
AudioManager.set_sfx_volume(GameState.sfx_volume)
_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
if GameState.has_character_position(character.data.id):
character.global_position = GameState.get_character_position(character.data.id)

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@@ -20,6 +20,8 @@ func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> voi
func _on_pressed() -> void:
if target_floor < 0:
return
RoomNavigator.go_to_floor(target_floor)
_play_bounce()

View File

@@ -1,11 +1,11 @@
## HUD — heads-up display with back button, music toggle, and settings access.
extends CanvasLayer
class_name HUD 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
@onready var _settings_menu: SettingsMenu = get_node_or_null("../SettingsMenu") as SettingsMenu
func _on_back_button_pressed() -> void:

View File

@@ -1,5 +1,5 @@
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
extends Node
class_name RoomNavigator extends Node
signal room_changed(floor_index: int)
@@ -19,11 +19,11 @@ func go_to_floor(floor_index: int) -> void:
return
_current_floor = floor_index
var target_y: float = floor_index * -FLOOR_HEIGHT
var tween: Tween = _camera.create_tween()
var tween: Tween = 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)
tween.finished.connect(func() -> void: room_changed.emit(floor_index))
func get_current_floor() -> int:

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@@ -16,10 +16,12 @@ func hide_menu() -> void:
func _on_music_slider_value_changed(value: float) -> void:
AudioManager.set_music_volume(value)
GameState.music_volume = value
func _on_sfx_slider_value_changed(value: float) -> void:
AudioManager.set_sfx_volume(value)
GameState.sfx_volume = value
func _on_reset_button_pressed() -> void: