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

41 lines
992 B
GDScript

## SaveManager — persists game state as JSON to user://savegame.json, auto-saves on state_changed.
extends Node
const SAVE_PATH: String = "user://savegame.json"
func _ready() -> void:
GameState.state_changed.connect(_on_state_changed)
func save_game() -> void:
var data: Dictionary = GameState.get_save_data()
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file == null:
return
file.store_string(JSON.stringify(data))
file.close()
func load_game() -> void:
if not FileAccess.file_exists(SAVE_PATH):
return
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
if file == null:
return
var raw: String = file.get_as_text()
file.close()
var parsed: Variant = JSON.parse_string(raw)
if parsed is Dictionary:
GameState.apply_save_data(parsed)
func reset_game() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
GameState.apply_save_data({})
func _on_state_changed() -> void:
save_game()