Commit Graph

28 Commits

Author SHA1 Message Date
Steven Wroblewski 9e1058ab6c feat(sfx): wire interactive object SFX to AudioManager.play_sfx 2026-05-10 21:13:04 +02:00
Steven Wroblewski 2e0cd18b6e feat(audio): wire SFX into HoldableItem and OutfitItem 2026-05-10 20:19:40 +02:00
Steven Wroblewski a220b641ca feat(audio): add tap handler and SFX to RoomChest
Adds _get_press_position helper and _unhandled_input tap detection to
RoomChest, wires AudioManager.play_sfx calls for chest_tap and
item_spawn events. Guards AudioManager audio load calls with Dummy
driver check so headless unit tests stay green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:18:16 +02:00
Steven Wroblewski a877d8f5fe feat(rooms): add RoomChest nodes to Floor 0 rooms
ReceptionDesk, GiftShopShelf, RestaurantCounter, EmergencyCabinet added
to their respective tscn files. Fixes spawn_items deferred call to avoid
add_child race during _ready tree setup.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-09 01:16:15 +02:00
Steven Wroblewski 87db92955a fix(items): safe cast in _try_return_to_chest, typed chest state param, object_states reset
- Replace unsafe direct cast in HoldableItem._try_return_to_chest() with guarded as-cast
- Type set_chest_state() parameter as Array[String] to match RoomChest._get_spawned_ids()
- Add else-branch in apply_save_data() to reset _object_states when key absent
- Rename test_save_data_has_version_two to test_save_data_has_version_three
2026-05-09 01:12:29 +02:00
Steven Wroblewski 96ec053331 feat(items): add chest-return priority to HoldableItem and GameState v3 chest states
- HoldableItem._try_return_to_chest() snaps item back if within CHEST_RETURN_RADIUS (80px)
- _on_drag_released checks chest return before hand-slot fallback
- OutfitItem._on_drag_released checks chest return before outfit/hand-slot logic
- GameState: _chest_states dict + get/set/clear_chest_state methods
- GameState.get_save_data() bumped to version 3, includes chest_states
- GameState.apply_save_data() restores chest_states from save data
2026-05-09 01:09:47 +02:00
Steven Wroblewski 4f1766834a refactor(items): strengthen RoomChest types, guard receive_item, expose get_spawned_item 2026-05-09 01:07:16 +02:00
Steven Wroblewski b9c73b80ea feat(items): add RoomChest with spawn and receive logic
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-09 01:04:34 +02:00
Steven Wroblewski 4e4743f14f refactor(items): use ItemType enum and offset constants in ChestItemData/RoomChestConfig
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-09 01:01:50 +02:00
Steven Wroblewski b97b110876 feat(items): add ChestItemData resource and RoomChestConfig static config
TDD: 4 tests written first (FAIL), then implemented — all 151 tests pass.
2026-05-09 00:58:32 +02:00
Steven Wroblewski c1df40361a feat(items): add OutfitItem, tap-to-undress, and outfit refs on Character
- Add OutfitItem (extends HoldableItem): applies outfit on drop within 80px
  of character body, falls back to hand slot attach if no character in range
- Add apply_outfit_item / remove_outfit / _handle_outfit_tap to Character
- Track item node refs in _outfit_item_refs for restoring visibility
- Fix animation state: reset to idle before tap handling in _on_drag_released
- Extract _ITEM_DROP_OFFSET constant (replaces magic Vector2(0,60))
- Add 5 tests in test_outfit_item.gd, 14 new tests in test_character_v2.gd
2026-05-09 00:19:15 +02:00
Steven Wroblewski ca1d20781e feat(items): add HoldableItem with hand slot detection, fix detach_item position
- Character registers in "characters" group on _ready for group scanning
- detach_item saves/restores global_position after reparenting
- New HoldableItem base class: scans "characters" group on drag_released,
  attaches to nearest free hand within 60px radius, detaches on pickup

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-09 00:03:25 +02:00
Steven Wroblewski cc5f205a7e feat(snap-point): add SnapPoint node with pose, baby_only filter, and occupant tracking
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-08 21:56:50 +02:00
Steven Wroblewski a4620a7f14 feat(teapot): add TeaPot with tap-to-pour tilt animation 2026-04-17 21:23:03 +02:00
Steven Wroblewski da3c934e5d feat(gift-box): add GiftBox with tap-to-open lid animation and gift reveal 2026-04-17 21:21:39 +02:00
Steven Wroblewski 033d38887f fix(home-button): add busy guard against double-tap during navigation transition 2026-04-17 21:20:23 +02:00
Steven Wroblewski 1a5d7918ab feat(home-button): add HomeButton component for hospital/garden navigation 2026-04-17 21:18:52 +02:00
Steven Wroblewski 5ea3a52ed4 feat(nursery): add Cradle component with pendulum rocking animation 2026-04-17 16:31:49 +02:00
Steven Wroblewski dfdf40ba8d feat(delivery): add DeliveryBed component with mama-arrives baby-appears animation 2026-04-17 16:30:31 +02:00
Steven Wroblewski a94cf61b79 feat(ultrasound): add UltrasoundMachine component with continuous heartbeat animation 2026-04-17 16:29:10 +02:00
Steven Wroblewski 5f33e16165 feat(xray): add XRayMachine component with plate slide-in animation 2026-04-17 14:25:04 +02:00
Steven Wroblewski 045aa8c3b6 feat(ambulance): add Ambulance component with drive-in/out animation triggered by room navigation
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 13:56:11 +02:00
Steven Wroblewski 130317b516 feat(navigation): add NavigationArrow component for within-floor room navigation 2026-04-17 13:51:32 +02:00
Steven Wroblewski 22f4b23897 fix(objects): replace Area2D.input_event with _input() for reliable Android touch
Area2D.input_event is unreliable on Android with gl_compatibility renderer.
Switched to manual _input() hit detection using canvas_transform coordinate
conversion, consistent with the DragDropComponent approach already used in
this project.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 13:20:14 +02:00
Steven Wroblewski 6b0c41bbfd 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>
2026-04-17 12:22:27 +02:00
Steven Wroblewski 13db45bb04 feat(core): implement room navigation, character states, save/load and settings menu
- RoomNavigator autoload: smooth camera pan between floors
- Floor1 and Floor2 placeholder rooms with elevator buttons
- CharacterData Resource with State enum (HEALTHY/SICK/SLEEPING/TIRED)
- Character visual state feedback via ColorRect color
- Main scene loads saved state on startup
- SettingsMenu with music/sfx sliders and game reset
- HUD settings button to open SettingsMenu

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 12:17:56 +02:00
Steven Wroblewski 9a1e30d808 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>
2026-04-17 11:16:04 +02:00
Steven Wroblewski d1b771ddcb chore: initialize project structure for Sprint 0 2026-04-17 10:23:48 +02:00