Files
Cozypaw-Hospital/scripts/objects/elevator_button.gd
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

31 lines
870 B
GDScript

## ElevatorButton — tappable button that navigates the camera to a target floor.
class_name ElevatorButton extends Node2D
@export var target_floor: int = 0
var _area: Area2D
func _ready() -> void:
_area = get_node_or_null("CollisionArea") as Area2D
if _area != null:
_area.input_event.connect(_on_input_event)
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_on_pressed()
elif event is InputEventScreenTouch and event.pressed:
_on_pressed()
func _on_pressed() -> void:
RoomNavigator.go_to_floor(target_floor)
_play_bounce()
func _play_bounce() -> void:
var tween: Tween = create_tween()
tween.tween_property(self, "scale", Vector2(1.15, 1.15), 0.08)
tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)