Files
Cozypaw-Hospital/scripts/systems/room_navigator.gd
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

31 lines
858 B
GDScript

## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors.
class_name RoomNavigator extends Node
signal room_changed(floor_index: int)
const FLOOR_HEIGHT: float = 720.0
const CAMERA_TWEEN_DURATION: float = 0.6
var _current_floor: int = 0
var _camera: Camera2D
func initialize(camera: Camera2D) -> void:
_camera = camera
func go_to_floor(floor_index: int) -> void:
if _camera == null or floor_index == _current_floor:
return
_current_floor = floor_index
var target_y: float = floor_index * -FLOOR_HEIGHT
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(_camera, "position:y", target_y, CAMERA_TWEEN_DURATION)
tween.finished.connect(func() -> void: room_changed.emit(floor_index))
func get_current_floor() -> int:
return _current_floor