# Sprint 5-7: Erdgeschoss — Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Four fully interactive ground-floor rooms (Reception, Gift Shop, Restaurant, Emergency Room) with horizontal room-to-room navigation and an ambulance drive-in animation.

**Architecture:** Floor 0 rooms are laid out side-by-side at 1280 px intervals along the X axis. `RoomNavigator` is extended to tween the camera both horizontally (room index) and vertically (floor index). `NavigationArrow` objects placed at room boundaries handle left/right navigation. When `go_to_floor()` is called, the room resets to index 0. The ambulance in Emergency Room drives in automatically the first time the player navigates there.

**Tech Stack:** Godot 4.6.2, GDScript (static typing), placeholder ColorRect graphics, existing `InteractiveObject` + `DragDropComponent` base classes.

---

## File Map

| Action | File | Responsibility |
|--------|------|----------------|
| Modify | `scripts/systems/room_navigator.gd` | Add horizontal room navigation: `go_to_room(floor, room)` |
| Create | `scripts/objects/navigation_arrow.gd` | Tappable arrow navigating to `(target_floor, target_room)` |
| Create | `scenes/objects/NavigationArrow.tscn` | Visual placeholder (blue button + label) |
| Modify | `scenes/rooms/floor0/Reception.tscn` | Add bench ×2, bell, potted plant |
| Create | `scenes/rooms/floor0/GiftShop.tscn` | Shelf, counter, 4 interactive objects |
| Create | `scenes/rooms/floor0/Restaurant.tscn` | 3 tables, kitchen counter, 4 interactive objects |
| Create | `scripts/objects/ambulance.gd` | Drive-in/out animation, triggered by `RoomNavigator.room_changed` |
| Create | `scenes/objects/Ambulance.tscn` | ColorRect-based ambulance visual |
| Create | `scenes/rooms/floor0/EmergencyRoom.tscn` | Ambulance bay, medical table, IV stand, 2 interactive objects |
| Modify | `scenes/main/Main.tscn` | Add 4 rooms to Floor0, navigation arrows, elevator reposition |

**Room layout in Floor0 (local X positions):**
- Reception: x=0 (room index 0), camera center world (640, 360)
- GiftShop: x=1280 (room index 1), camera center world (1920, 360)
- Restaurant: x=2560 (room index 2), camera center world (3200, 360)
- EmergencyRoom: x=3840 (room index 3), camera center world (4480, 360)

---

## Task 1: Extend RoomNavigator for horizontal room navigation

**Files:**
- Modify: `scripts/systems/room_navigator.gd`

- [ ] **Step 1: Replace room_navigator.gd**

Full file replacement:

```gdscript
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors and rooms.
extends Node

signal room_changed(floor_index: int, room_index: int)

const FLOOR_HEIGHT: float = 720.0
const ROOM_WIDTH: float = 1280.0
const CAMERA_TWEEN_DURATION: float = 0.6

var _current_floor: int = 0
var _current_room: int = 0
var _camera: Camera2D


func initialize(camera: Camera2D) -> void:
	_camera = camera


func go_to_floor(floor_index: int) -> void:
	go_to_room(floor_index, 0)


func go_to_room(floor_index: int, room_index: int) -> void:
	if _camera == null:
		return
	if floor_index == _current_floor and room_index == _current_room:
		return
	_current_floor = floor_index
	_current_room = room_index
	var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5
	var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_IN_OUT)
	tween.set_trans(Tween.TRANS_SINE)
	tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
	tween.finished.connect(func() -> void: room_changed.emit(floor_index, room_index))


func get_current_floor() -> int:
	return _current_floor


func get_current_room() -> int:
	return _current_room
```

- [ ] **Step 2: Commit**

```bash
cd "F:/Development/_gameDev/Cozypaw-Hospital"
git add scripts/systems/room_navigator.gd
git commit -m "feat(navigation): extend RoomNavigator for horizontal room-within-floor navigation"
```

---

## Task 2: NavigationArrow component

**Files:**
- Create: `scripts/objects/navigation_arrow.gd`
- Create: `scenes/objects/NavigationArrow.tscn`

- [ ] **Step 1: Create navigation_arrow.gd**

```gdscript
## NavigationArrow — tappable button that navigates camera to a specific floor and room.
class_name NavigationArrow extends Node2D

const BUTTON_HALF_SIZE: float = 48.0

@export var target_floor: int = 0
@export var target_room: int = 0
@export var label_text: String = "→"


func _ready() -> void:
	var label: Label = get_node_or_null("Label") as Label
	if label != null:
		label.text = label_text


func _input(event: InputEvent) -> void:
	var screen_pos: Vector2
	if event is InputEventScreenTouch and event.pressed:
		screen_pos = event.position
	elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
		screen_pos = event.position
	else:
		return
	var canvas_transform: Transform2D = get_viewport().get_canvas_transform()
	var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos
	var local_pos: Vector2 = to_local(world_pos)
	if abs(local_pos.x) <= BUTTON_HALF_SIZE and abs(local_pos.y) <= BUTTON_HALF_SIZE:
		_on_pressed()


func _on_pressed() -> void:
	RoomNavigator.go_to_room(target_floor, target_room)
	_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)
```

- [ ] **Step 2: Create NavigationArrow.tscn**

```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_navarrow"]

[ext_resource type="Script" path="res://scripts/objects/navigation_arrow.gd" id="1_navarrow"]

[node name="NavigationArrow" type="Node2D"]
script = ExtResource("1_navarrow")

[node name="Body" type="ColorRect" parent="."]
color = Color(0.30, 0.60, 1.0, 0.85)
size = Vector2(96, 96)
position = Vector2(-48, -48)

[node name="Label" type="Label" parent="."]
offset_left = -24.0
offset_top = -18.0
offset_right = 24.0
offset_bottom = 18.0
text = "→"
theme_override_font_sizes/font_size = 36
horizontal_alignment = 1
vertical_alignment = 1
```

> Note: The "→" / "←" label is a placeholder. It will be replaced with a sprite icon in Sprint 15 (Polish).

- [ ] **Step 3: Commit**

```bash
git add scripts/objects/navigation_arrow.gd scenes/objects/NavigationArrow.tscn
git commit -m "feat(navigation): add NavigationArrow component for within-floor room navigation"
```

---

## Task 3: Complete Reception scene

**Files:**
- Modify: `scenes/rooms/floor0/Reception.tscn`

Current state: background, counter, floor, walls, one flower.
Add: waiting bench ×2 (with legs), bell on counter, potted plant in corner.

- [ ] **Step 1: Replace Reception.tscn**

```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"]

[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]

[node name="Reception" type="Node2D"]

[node name="Background" type="ColorRect" parent="."]
color = Color(0.78, 0.94, 0.80, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="Floor" type="ColorRect" parent="."]
color = Color(0.88, 0.80, 0.68, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.92, 0.88, 0.82, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)

[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.92, 0.88, 0.82, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)

[node name="Counter" type="ColorRect" parent="."]
color = Color(0.55, 0.35, 0.18, 1)
size = Vector2(340, 80)
position = Vector2(460, 540)

[node name="CounterTop" type="ColorRect" parent="."]
color = Color(0.70, 0.50, 0.28, 1)
size = Vector2(340, 12)
position = Vector2(460, 528)

[node name="NumberDisplayFrame" type="ColorRect" parent="."]
color = Color(0.20, 0.20, 0.20, 1)
size = Vector2(120, 80)
position = Vector2(570, 445)

[node name="NumberDisplayScreen" type="ColorRect" parent="."]
color = Color(0.10, 0.80, 0.20, 1)
size = Vector2(100, 60)
position = Vector2(580, 455)

[node name="BenchLeft" type="ColorRect" parent="."]
color = Color(0.60, 0.40, 0.20, 1)
size = Vector2(180, 40)
position = Vector2(100, 578)

[node name="BenchLeftLeg1" type="ColorRect" parent="."]
color = Color(0.45, 0.28, 0.12, 1)
size = Vector2(16, 32)
position = Vector2(112, 618)

[node name="BenchLeftLeg2" type="ColorRect" parent="."]
color = Color(0.45, 0.28, 0.12, 1)
size = Vector2(16, 32)
position = Vector2(252, 618)

[node name="BenchRight" type="ColorRect" parent="."]
color = Color(0.60, 0.40, 0.20, 1)
size = Vector2(180, 40)
position = Vector2(940, 578)

[node name="BenchRightLeg1" type="ColorRect" parent="."]
color = Color(0.45, 0.28, 0.12, 1)
size = Vector2(16, 32)
position = Vector2(952, 618)

[node name="BenchRightLeg2" type="ColorRect" parent="."]
color = Color(0.45, 0.28, 0.12, 1)
size = Vector2(16, 32)
position = Vector2(1092, 618)

[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(300, 520)

[node name="Flower" parent="." instance=ExtResource("1_iobj")]
position = Vector2(200, 560)

[node name="Bell" parent="." instance=ExtResource("1_iobj")]
position = Vector2(530, 510)

[node name="PottedPlant" parent="." instance=ExtResource("1_iobj")]
position = Vector2(1180, 560)
```

- [ ] **Step 2: Commit**

```bash
git add scenes/rooms/floor0/Reception.tscn
git commit -m "feat(reception): complete Reception with waiting benches, bell, and potted plant"
```

---

## Task 4: Gift Shop scene

**Files:**
- Create: `scenes/rooms/floor0/GiftShop.tscn`

- [ ] **Step 1: Create GiftShop.tscn**

```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftshop"]

[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]

[node name="GiftShop" type="Node2D"]

[node name="Background" type="ColorRect" parent="."]
color = Color(1.0, 0.88, 0.92, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="Floor" type="ColorRect" parent="."]
color = Color(0.88, 0.80, 0.68, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.96, 0.90, 0.90, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)

[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.96, 0.90, 0.90, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)

[node name="ShelfBoard" type="ColorRect" parent="."]
color = Color(0.75, 0.50, 0.25, 1)
size = Vector2(800, 20)
position = Vector2(240, 360)

[node name="ShelfLegLeft" type="ColorRect" parent="."]
color = Color(0.60, 0.38, 0.18, 1)
size = Vector2(16, 240)
position = Vector2(240, 380)

[node name="ShelfLegRight" type="ColorRect" parent="."]
color = Color(0.60, 0.38, 0.18, 1)
size = Vector2(16, 240)
position = Vector2(1024, 380)

[node name="Counter" type="ColorRect" parent="."]
color = Color(0.60, 0.38, 0.18, 1)
size = Vector2(240, 80)
position = Vector2(520, 540)

[node name="CounterTop" type="ColorRect" parent="."]
color = Color(0.75, 0.50, 0.25, 1)
size = Vector2(240, 12)
position = Vector2(520, 528)

[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(300, 520)

[node name="FlowerBouquet" parent="." instance=ExtResource("1_iobj")]
position = Vector2(380, 330)

[node name="PlushToy" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 330)

[node name="GiftCard" parent="." instance=ExtResource("1_iobj")]
position = Vector2(900, 330)

[node name="GiftBox" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 510)
```

- [ ] **Step 2: Commit**

```bash
git add scenes/rooms/floor0/GiftShop.tscn
git commit -m "feat(giftshop): add Gift Shop room with shelf, counter, and interactive gift objects"
```

---

## Task 5: Restaurant scene

**Files:**
- Create: `scenes/rooms/floor0/Restaurant.tscn`

- [ ] **Step 1: Create Restaurant.tscn**

```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_restaurant"]

[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]

[node name="Restaurant" type="Node2D"]

[node name="Background" type="ColorRect" parent="."]
color = Color(1.0, 0.95, 0.82, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="Floor" type="ColorRect" parent="."]
color = Color(0.75, 0.65, 0.50, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.96, 0.92, 0.80, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)

[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.96, 0.92, 0.80, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)

[node name="KitchenCounter" type="ColorRect" parent="."]
color = Color(0.55, 0.35, 0.18, 1)
size = Vector2(360, 80)
position = Vector2(460, 240)

[node name="KitchenCounterTop" type="ColorRect" parent="."]
color = Color(0.70, 0.50, 0.28, 1)
size = Vector2(360, 12)
position = Vector2(460, 228)

[node name="Table1" type="ColorRect" parent="."]
color = Color(0.65, 0.42, 0.20, 1)
size = Vector2(200, 20)
position = Vector2(120, 520)

[node name="Table1Leg1" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(140, 540)

[node name="Table1Leg2" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(304, 540)

[node name="Table2" type="ColorRect" parent="."]
color = Color(0.65, 0.42, 0.20, 1)
size = Vector2(200, 20)
position = Vector2(540, 520)

[node name="Table2Leg1" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(560, 540)

[node name="Table2Leg2" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(724, 540)

[node name="Table3" type="ColorRect" parent="."]
color = Color(0.65, 0.42, 0.20, 1)
size = Vector2(200, 20)
position = Vector2(960, 520)

[node name="Table3Leg1" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(980, 540)

[node name="Table3Leg2" type="ColorRect" parent="."]
color = Color(0.50, 0.32, 0.15, 1)
size = Vector2(16, 100)
position = Vector2(1144, 540)

[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(300, 490)

[node name="SoupBowl" parent="." instance=ExtResource("1_iobj")]
position = Vector2(220, 490)

[node name="Sandwich" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 490)

[node name="JuiceGlass" parent="." instance=ExtResource("1_iobj")]
position = Vector2(1060, 490)

[node name="CashRegister" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 210)
```

- [ ] **Step 2: Commit**

```bash
git add scenes/rooms/floor0/Restaurant.tscn
git commit -m "feat(restaurant): add Restaurant room with three tables and interactive food objects"
```

---

## Task 6: Ambulance component

**Files:**
- Create: `scripts/objects/ambulance.gd`
- Create: `scenes/objects/Ambulance.tscn`

The ambulance starts off-screen to the right. When `RoomNavigator` emits `room_changed(0, 3)` (Emergency Room), it drives in. Tapping the ambulance drives it back out; tapping again drives it back in.

- [ ] **Step 1: Create ambulance.gd**

```gdscript
## Ambulance — drives in from off-screen right when the Emergency Room is entered; tap to toggle.
class_name Ambulance extends Node2D

const OFFSCREEN_OFFSET: float = 1200.0
const BUTTON_HALF_WIDTH: float = 90.0
const BUTTON_HALF_HEIGHT: float = 50.0
const DRIVE_DURATION: float = 1.2

@export var trigger_floor: int = 0
@export var trigger_room: int = 3

var _parked_x: float = 0.0
var _is_parked: bool = false
var _is_animating: bool = false


func _ready() -> void:
	_parked_x = position.x
	position.x = _parked_x + OFFSCREEN_OFFSET
	RoomNavigator.room_changed.connect(_on_room_changed)


func _exit_tree() -> void:
	if RoomNavigator.room_changed.is_connected(_on_room_changed):
		RoomNavigator.room_changed.disconnect(_on_room_changed)


func _on_room_changed(floor_index: int, room_index: int) -> void:
	if floor_index == trigger_floor and room_index == trigger_room:
		if not _is_parked and not _is_animating:
			_drive_in()


func _input(event: InputEvent) -> void:
	if _is_animating:
		return
	var screen_pos: Vector2
	if event is InputEventScreenTouch and event.pressed:
		screen_pos = event.position
	elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
		screen_pos = event.position
	else:
		return
	var canvas_transform: Transform2D = get_viewport().get_canvas_transform()
	var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos
	var local_pos: Vector2 = to_local(world_pos)
	if abs(local_pos.x) <= BUTTON_HALF_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT:
		if _is_parked:
			_drive_out()
		else:
			_drive_in()


func _drive_in() -> void:
	_is_animating = true
	_is_parked = false
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_OUT)
	tween.set_trans(Tween.TRANS_QUAD)
	tween.tween_property(self, "position:x", _parked_x, DRIVE_DURATION)
	tween.finished.connect(func() -> void:
		_is_parked = true
		_is_animating = false
		_play_stop_bounce()
	)


func _drive_out() -> void:
	_is_animating = true
	_is_parked = false
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_IN)
	tween.set_trans(Tween.TRANS_QUAD)
	tween.tween_property(self, "position:x", _parked_x + OFFSCREEN_OFFSET, DRIVE_DURATION)
	tween.finished.connect(func() -> void:
		_is_animating = false
	)


func _play_stop_bounce() -> void:
	var tween: Tween = create_tween()
	tween.tween_property(self, "scale", Vector2(1.08, 0.94), 0.08)
	tween.tween_property(self, "scale", Vector2(0.96, 1.06), 0.08)
	tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)
```

- [ ] **Step 2: Create Ambulance.tscn**

```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_ambulance"]

[ext_resource type="Script" path="res://scripts/objects/ambulance.gd" id="1_ambulance"]

[node name="Ambulance" type="Node2D"]
script = ExtResource("1_ambulance")

[node name="Body" type="ColorRect" parent="."]
color = Color(1.0, 1.0, 1.0, 1)
size = Vector2(180, 100)
position = Vector2(-90, -50)

[node name="RedStripe" type="ColorRect" parent="."]
color = Color(0.90, 0.15, 0.15, 1)
size = Vector2(180, 20)
position = Vector2(-90, -15)

[node name="Cabin" type="ColorRect" parent="."]
color = Color(0.82, 0.85, 0.90, 1)
size = Vector2(70, 60)
position = Vector2(-90, -50)

[node name="WindowFront" type="ColorRect" parent="."]
color = Color(0.60, 0.85, 1.0, 1)
size = Vector2(50, 38)
position = Vector2(-82, -46)

[node name="WheelFront" type="ColorRect" parent="."]
color = Color(0.15, 0.15, 0.15, 1)
size = Vector2(30, 30)
position = Vector2(-75, 48)

[node name="WheelBack" type="ColorRect" parent="."]
color = Color(0.15, 0.15, 0.15, 1)
size = Vector2(30, 30)
position = Vector2(50, 48)

[node name="Siren" type="ColorRect" parent="."]
color = Color(0.10, 0.40, 1.0, 1)
size = Vector2(40, 18)
position = Vector2(-20, -68)
```

- [ ] **Step 3: Commit**

```bash
git add scripts/objects/ambulance.gd scenes/objects/Ambulance.tscn
git commit -m "feat(ambulance): add Ambulance component with drive-in/out animation triggered by room navigation"
```

---

## Task 7: Emergency Room scene

**Files:**
- Create: `scenes/rooms/floor0/EmergencyRoom.tscn`

The Ambulance node is placed at position (500, 570) within the room. Its `_ready()` stores `_parked_x = 500` and shifts it to x = 500 + 1200 = 1700 (off-screen right). It drives in when `room_changed(0, 3)` fires.

- [ ] **Step 1: Create EmergencyRoom.tscn**

```
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_emergency"]

[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[ext_resource type="PackedScene" path="res://scenes/objects/Ambulance.tscn" id="2_ambulance"]

[node name="EmergencyRoom" type="Node2D"]

[node name="Background" type="ColorRect" parent="."]
color = Color(0.88, 0.94, 1.0, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="Floor" type="ColorRect" parent="."]
color = Color(0.72, 0.74, 0.80, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.90, 0.92, 0.96, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)

[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.90, 0.92, 0.96, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)

[node name="AmbulanceBay" type="ColorRect" parent="."]
color = Color(0.58, 0.60, 0.68, 1)
size = Vector2(380, 120)
position = Vector2(860, 500)

[node name="AmbulanceBayLine" type="ColorRect" parent="."]
color = Color(0.90, 0.80, 0.10, 1)
size = Vector2(380, 6)
position = Vector2(860, 500)

[node name="MedicalTable" type="ColorRect" parent="."]
color = Color(0.85, 0.85, 0.92, 1)
size = Vector2(260, 30)
position = Vector2(180, 490)

[node name="MedicalTableLeg1" type="ColorRect" parent="."]
color = Color(0.68, 0.68, 0.76, 1)
size = Vector2(16, 130)
position = Vector2(200, 520)

[node name="MedicalTableLeg2" type="ColorRect" parent="."]
color = Color(0.68, 0.68, 0.76, 1)
size = Vector2(16, 130)
position = Vector2(408, 520)

[node name="IVPole" type="ColorRect" parent="."]
color = Color(0.78, 0.78, 0.84, 1)
size = Vector2(10, 220)
position = Vector2(545, 350)

[node name="IVBag" type="ColorRect" parent="."]
color = Color(0.55, 0.85, 0.95, 1)
size = Vector2(50, 70)
position = Vector2(525, 280)

[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(310, 490)

[node name="Stretcher" parent="." instance=ExtResource("1_iobj")]
position = Vector2(680, 490)

[node name="IVStand" parent="." instance=ExtResource("1_iobj")]
position = Vector2(550, 440)

[node name="Ambulance" parent="." instance=ExtResource("2_ambulance")]
position = Vector2(500, 570)
```

- [ ] **Step 2: Commit**

```bash
git add scenes/rooms/floor0/EmergencyRoom.tscn
git commit -m "feat(emergency): add Emergency Room scene with ambulance bay, medical table, and interactive objects"
```

---

## Task 8: Wire up Floor 0 in Main.tscn

**Files:**
- Modify: `scenes/main/Main.tscn`

**Changes:**
- Add GiftShop, Restaurant, EmergencyRoom as instances at x offsets 1280, 2560, 3840 in Floor0
- Move ElevatorUp0 to position (1100, 160) to avoid overlap with navigation arrows
- Add 6 NavigationArrow instances at room boundaries (3 pairs)
- `load_steps` changes from 9 → 13 (add 4 new ExtResources)

**NavigationArrow positions in Floor0 local space:**

| Node name | X | Y | target_floor | target_room | label |
|-----------|---|---|---|---|---|
| NavRight0to1 | 1200 | 480 | 0 | 1 | → |
| NavLeft1to0 | 1340 | 480 | 0 | 0 | ← |
| NavRight1to2 | 2480 | 480 | 0 | 2 | → |
| NavLeft2to1 | 2600 | 480 | 0 | 1 | ← |
| NavRight2to3 | 3760 | 480 | 0 | 3 | → |
| NavLeft3to2 | 3920 | 480 | 0 | 2 | ← |

**Visibility verification (camera center ± 640 horizontal):**
- Room 0 (cam x=640): screen x 0–1280 → NavRight0to1 at 1200 ✓, elevator at 1100 ✓
- Room 1 (cam x=1920): screen x 1280–2560 → NavLeft1to0 at 1340 ✓, NavRight1to2 at 2480 ✓
- Room 2 (cam x=3200): screen x 2560–3840 → NavLeft2to1 at 2600 ✓, NavRight2to3 at 3760 ✓
- Room 3 (cam x=4480): screen x 3840–5120 → NavLeft3to2 at 3920 ✓

- [ ] **Step 1: Replace Main.tscn**

```
[gd_scene load_steps=13 format=3 uid="uid://cozypaw_main"]

[ext_resource type="Script" path="res://scripts/main/main.gd" id="1_main"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor0/Reception.tscn" id="2_reception"]
[ext_resource type="PackedScene" path="res://scenes/characters/Character.tscn" id="3_char"]
[ext_resource type="PackedScene" path="res://scenes/ui/HUD.tscn" id="4_hud"]
[ext_resource type="PackedScene" path="res://scenes/ui/SettingsMenu.tscn" id="5_settings"]
[ext_resource type="PackedScene" path="res://scenes/objects/ElevatorButton.tscn" id="6_elevbtn"]
[ext_resource type="Script" path="res://scripts/characters/character_data.gd" id="7_chardata"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor0/GiftShop.tscn" id="8_giftshop"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor0/Restaurant.tscn" id="9_restaurant"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor0/EmergencyRoom.tscn" id="10_emergency"]
[ext_resource type="PackedScene" path="res://scenes/objects/NavigationArrow.tscn" id="11_navarrow"]

[sub_resource type="Resource" id="CharacterData_bunny1"]
script = ExtResource("7_chardata")
id = "bunny_01"
display_name = "Bunny"
species = 0
state = 0
current_floor = 0
position = Vector2(0, 0)

[node name="Main" type="Node2D"]
script = ExtResource("1_main")

[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(640, 360)
zoom = Vector2(1, 1)

[node name="Hospital" type="Node2D" parent="."]

[node name="Floor0" type="Node2D" parent="Hospital"]
position = Vector2(0, 0)

[node name="Reception" parent="Hospital/Floor0" instance=ExtResource("2_reception")]
position = Vector2(0, 0)

[node name="GiftShop" parent="Hospital/Floor0" instance=ExtResource("8_giftshop")]
position = Vector2(1280, 0)

[node name="Restaurant" parent="Hospital/Floor0" instance=ExtResource("9_restaurant")]
position = Vector2(2560, 0)

[node name="EmergencyRoom" parent="Hospital/Floor0" instance=ExtResource("10_emergency")]
position = Vector2(3840, 0)

[node name="ElevatorUp0" parent="Hospital/Floor0" instance=ExtResource("6_elevbtn")]
position = Vector2(1100, 160)
target_floor = 1

[node name="NavRight0to1" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(1200, 480)
target_floor = 0
target_room = 1
label_text = "→"

[node name="NavLeft1to0" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(1340, 480)
target_floor = 0
target_room = 0
label_text = "←"

[node name="NavRight1to2" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(2480, 480)
target_floor = 0
target_room = 2
label_text = "→"

[node name="NavLeft2to1" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(2600, 480)
target_floor = 0
target_room = 1
label_text = "←"

[node name="NavRight2to3" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(3760, 480)
target_floor = 0
target_room = 3
label_text = "→"

[node name="NavLeft3to2" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")]
position = Vector2(3920, 480)
target_floor = 0
target_room = 2
label_text = "←"

[node name="Floor1" type="Node2D" parent="Hospital"]
position = Vector2(0, -720)

[node name="Background" type="ColorRect" parent="Hospital/Floor1"]
color = Color(0.78, 0.88, 0.96, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="FloorLabel" type="Label" parent="Hospital/Floor1"]
offset_left = 560.0
offset_top = 300.0
offset_right = 720.0
offset_bottom = 360.0
text = "1. OG"
theme_override_font_sizes/font_size = 32

[node name="FloorRect" type="ColorRect" parent="Hospital/Floor1"]
color = Color(0.88, 0.80, 0.68, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="ElevatorDown1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")]
position = Vector2(1200, 540)
target_floor = 0

[node name="ElevatorUp1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")]
position = Vector2(1200, 180)
target_floor = 2

[node name="Floor2" type="Node2D" parent="Hospital"]
position = Vector2(0, -1440)

[node name="Background" type="ColorRect" parent="Hospital/Floor2"]
color = Color(0.96, 0.88, 0.96, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)

[node name="FloorLabel" type="Label" parent="Hospital/Floor2"]
offset_left = 560.0
offset_top = 300.0
offset_right = 720.0
offset_bottom = 360.0
text = "2. OG"
theme_override_font_sizes/font_size = 32

[node name="FloorRect" type="ColorRect" parent="Hospital/Floor2"]
color = Color(0.88, 0.80, 0.68, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)

[node name="ElevatorDown2" parent="Hospital/Floor2" instance=ExtResource("6_elevbtn")]
position = Vector2(1200, 360)
target_floor = 1

[node name="Characters" type="Node2D" parent="."]

[node name="Bunny1" parent="Characters" instance=ExtResource("3_char")]
position = Vector2(300, 400)
data = SubResource("CharacterData_bunny1")

[node name="UI" type="CanvasLayer" parent="."]

[node name="HUD" parent="UI" instance=ExtResource("4_hud")]

[node name="SettingsMenu" parent="UI" instance=ExtResource("5_settings")]
```

- [ ] **Step 2: Commit**

```bash
git add scenes/main/Main.tscn
git commit -m "feat(floor0): wire up all four ground-floor rooms with horizontal navigation arrows"
```

- [ ] **Step 3: Push to develop**

```bash
git push origin develop
```

---

## Self-Review: Spec Coverage Check

| Sprint 5-7 requirement | Covered by |
|------------------------|-----------|
| Empfang komplett | Task 3: bench ×2, bell, potted plant, number display |
| Geschenke-Shop | Task 4: full scene with shelf, 4 interactive objects |
| Restaurant | Task 5: full scene with 3 tables, 4 interactive objects |
| Notaufnahme | Task 7: full scene with ambulance bay, table, IV stand |
| Krankenwagen-Animation | Task 6: drive-in on room_changed, drive-out on tap |
| Horizontal room navigation | Task 1 + 2: RoomNavigator + NavigationArrow |
| All rooms accessible from game | Task 8: all wired up in Main.tscn |

**Placeholder scan:** All code blocks are complete. No "TBD" or "implement later" present. UIDs are convention-based and may be regenerated by Godot on first open — this is expected behavior.

**Type consistency:** `room_changed(floor_index: int, room_index: int)` signal defined in Task 1 and consumed in Task 6 (`_on_room_changed`). ✓ `go_to_room(floor_index: int, room_index: int)` defined in Task 1 and called in Task 2 (`NavigationArrow._on_pressed()`). ✓

---

## Smoke Test Checklist (manual, on device after completion)

- [ ] Game starts at Reception (camera center visible, green background)
- [ ] "→" arrow in Reception navigates smoothly to Gift Shop
- [ ] "←" arrow in Gift Shop navigates back to Reception
- [ ] Full chain: Reception → Gift Shop → Restaurant → Emergency works both directions
- [ ] Elevator Up from Reception navigates to Floor 1
- [ ] Elevator Down from Floor 1 lands at Reception (room 0), not Emergency Room
- [ ] Tapping flower/bell in Reception plays bounce animation
- [ ] Navigating to Emergency Room for the first time: ambulance drives in from right
- [ ] Tapping ambulance after it's parked: drives back out
- [ ] Tapping ambulance again: drives back in
- [ ] Dragging Bunny character across rooms works correctly
- [ ] Save/load preserves Bunny position after app restart
