Commit Graph

10 Commits

Author SHA1 Message Date
Steven Wroblewski bad2fbe65f feat(audio): add AudioManager with floor music cross-fade and SFX
Replaces placeholder AudioManager with full implementation: floor-based
music routing via _derive_floor_from_room, cross-fade tween between
AudioStreamPlayers, SFX event-key dispatch, and room-change guard to
prevent redundant load attempts. 11 new tests (207 total, 206 passing).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-10 20:14:10 +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 07c3b996d7 feat(save): extend GameState to v2 — outfit and held items persisted per character
- Add held_left/held_right fields to CharacterData
- Add get/set_character_outfit and get/set_character_held_item to GameState
- get_save_data now returns version:2 with character_outfits and character_held_items
- apply_save_data resets both dicts when keys absent (empty-dict reset safe)
- 11 new tests in test_game_state.gd — 147/147 passing
2026-05-09 00:12:33 +02:00
Steven Wroblewski f4611e2443 fix(core): serialize character positions as [x,y] arrays for JSON compatibility
Vector2 is not a JSON-native type — JSON.stringify converts it to a string,
which cannot be assigned back to a Vector2 return type on load. Positions are
now saved as [x, y] float arrays and reconstructed as Vector2 in apply_save_data.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 13:22:56 +02:00
Steven Wroblewski 19d1ec1fe5 fix(core): remove class_name from autoload scripts to prevent singleton conflict
Godot 4 throws "Class hides an autoload singleton" when a script declares
class_name with the same name as its registered autoload. Removed class_name
from AudioManager and RoomNavigator — both are accessible globally via their
autoload name without it. Also ignores Godot-generated *.uid files.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 12:44:31 +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 f7c8a7ec03 fix(poc): resolve evaluator and review findings
- Add RectangleShape2D to Character and InteractiveObject collision areas
- Fix HUD button signal connections in _ready()
- Fix character_placed signal emitting global_position
- Extract DEFAULT_DRAG_RADIUS constant in DragDropComponent
- Type Variant on JSON parsed variable in SaveManager
- Extract music symbol constants in HUD
- Refactor duplicated drag input code in InputManager

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 11:16:05 +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