- 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>
17 lines
487 B
GDScript
17 lines
487 B
GDScript
## Main — scene root: wires up RoomNavigator and restores saved character positions.
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extends Node2D
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func _ready() -> void:
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RoomNavigator.initialize($Camera2D)
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SaveManager.load_game()
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_apply_saved_state()
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func _apply_saved_state() -> void:
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for character in $Characters.get_children():
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if character is Character and character.data != null:
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var pos: Vector2 = GameState.get_character_position(character.data.id)
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if pos != Vector2.ZERO:
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character.global_position = pos
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