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>
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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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