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>
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@@ -1,11 +1,11 @@
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## HUD — heads-up display with back button, music toggle, and settings access.
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extends CanvasLayer
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class_name HUD extends CanvasLayer
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const MUSIC_ON_SYMBOL: String = "♪"
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const MUSIC_OFF_SYMBOL: String = "✕"
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var _music_enabled: bool = true
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@onready var _settings_menu: SettingsMenu = get_node_or_null("/root/Main/UI/SettingsMenu") as SettingsMenu
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@onready var _settings_menu: SettingsMenu = get_node_or_null("../SettingsMenu") as SettingsMenu
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func _on_back_button_pressed() -> void:
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@@ -1,5 +1,5 @@
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## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
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extends Node
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class_name RoomNavigator extends Node
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signal room_changed(floor_index: int)
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@@ -19,11 +19,11 @@ func go_to_floor(floor_index: int) -> void:
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return
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_current_floor = floor_index
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var target_y: float = floor_index * -FLOOR_HEIGHT
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var tween: Tween = _camera.create_tween()
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(_camera, "position:y", target_y, CAMERA_TWEEN_DURATION)
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room_changed.emit(floor_index)
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tween.finished.connect(func() -> void: room_changed.emit(floor_index))
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func get_current_floor() -> int:
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@@ -16,10 +16,12 @@ func hide_menu() -> void:
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func _on_music_slider_value_changed(value: float) -> void:
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AudioManager.set_music_volume(value)
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GameState.music_volume = value
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func _on_sfx_slider_value_changed(value: float) -> void:
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AudioManager.set_sfx_volume(value)
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GameState.sfx_volume = value
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func _on_reset_button_pressed() -> void:
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