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({})