docs: clarify item position persistence in Sprint 18 spec
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@@ -43,7 +43,7 @@ Implement a `RoomChest` system: tappable storage nodes in every room that spawn
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### GameState v3
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Extend `GameState` with `_chest_states: Dictionary` mapping `chest_id → Array[String]` of currently spawned `item_id`s. Persist in save data as `"version": 3`. On load: if a chest has entries in `_chest_states`, skip auto-spawn so items resume where they were.
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Extend `GameState` with `_chest_states: Dictionary` mapping `chest_id → Array[String]` of currently spawned `item_id`s. Persist in save data as `"version": 3`. Item positions within the room are **not** persisted (deliberate simplification). On load: if a chest has entries in `_chest_states`, re-spawn those items via the normal fly-out tween from the chest — they land at their configured `spawn_offset`, not their last dragged position.
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## Room Population
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