Files
Cozypaw-Hospital/scripts/autoload/GameState.gd
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

66 lines
1.8 KiB
GDScript

## GameState — global game state: character positions, object states, current room.
extends Node
signal state_changed
signal character_moved(character_id: String, position: Vector2)
var _character_positions: Dictionary = {}
var _object_states: Dictionary = {}
var current_room: String = "reception"
var music_volume: float = 0.6
var sfx_volume: float = 1.0
func has_character_position(id: String) -> bool:
return _character_positions.has(id)
func get_character_position(id: String) -> Vector2:
return _character_positions.get(id, Vector2.ZERO)
func set_character_position(id: String, pos: Vector2) -> void:
_character_positions[id] = pos
character_moved.emit(id, pos)
state_changed.emit()
func get_object_state(id: String) -> String:
return _object_states.get(id, "idle")
func set_object_state(id: String, state: String) -> void:
_object_states[id] = state
state_changed.emit()
func get_save_data() -> Dictionary:
var positions: Dictionary = {}
for key: String in _character_positions:
var pos: Vector2 = _character_positions[key]
positions[key] = [pos.x, pos.y]
return {
"character_positions": positions,
"object_states": _object_states,
"current_room": current_room,
"music_volume": music_volume,
"sfx_volume": sfx_volume,
}
func apply_save_data(data: Dictionary) -> void:
if data.has("character_positions"):
_character_positions = {}
for key: String in data["character_positions"]:
var val: Variant = data["character_positions"][key]
if val is Array and val.size() >= 2:
_character_positions[key] = Vector2(val[0], val[1])
if data.has("object_states"):
_object_states = data["object_states"]
if data.has("current_room"):
current_room = data["current_room"]
if data.has("music_volume"):
music_volume = data["music_volume"]
if data.has("sfx_volume"):
sfx_volume = data["sfx_volume"]