feat(ambulance): add Ambulance component with drive-in/out animation triggered by room navigation
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
41
scenes/objects/Ambulance.tscn
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41
scenes/objects/Ambulance.tscn
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_ambulance"]
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[ext_resource type="Script" path="res://scripts/objects/ambulance.gd" id="1_ambulance"]
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[node name="Ambulance" type="Node2D"]
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script = ExtResource("1_ambulance")
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[node name="Body" type="ColorRect" parent="."]
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color = Color(1.0, 1.0, 1.0, 1)
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size = Vector2(180, 100)
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position = Vector2(-90, -50)
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[node name="RedStripe" type="ColorRect" parent="."]
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color = Color(0.90, 0.15, 0.15, 1)
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size = Vector2(180, 20)
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position = Vector2(-90, -15)
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[node name="Cabin" type="ColorRect" parent="."]
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color = Color(0.82, 0.85, 0.90, 1)
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size = Vector2(70, 60)
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position = Vector2(-90, -50)
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[node name="WindowFront" type="ColorRect" parent="."]
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color = Color(0.60, 0.85, 1.0, 1)
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size = Vector2(50, 38)
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position = Vector2(-82, -46)
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[node name="WheelFront" type="ColorRect" parent="."]
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color = Color(0.15, 0.15, 0.15, 1)
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size = Vector2(30, 30)
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position = Vector2(-75, 48)
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[node name="WheelBack" type="ColorRect" parent="."]
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color = Color(0.15, 0.15, 0.15, 1)
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size = Vector2(30, 30)
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position = Vector2(50, 48)
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[node name="Siren" type="ColorRect" parent="."]
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color = Color(0.10, 0.40, 1.0, 1)
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size = Vector2(40, 18)
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position = Vector2(-20, -68)
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84
scripts/objects/ambulance.gd
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84
scripts/objects/ambulance.gd
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## Ambulance — drives in from off-screen right when Emergency Room is entered; tap to toggle.
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class_name Ambulance extends Node2D
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const OFFSCREEN_OFFSET: float = 1200.0
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const BUTTON_HALF_WIDTH: float = 90.0
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const BUTTON_HALF_HEIGHT: float = 50.0
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const DRIVE_DURATION: float = 1.2
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@export var trigger_floor: int = 0
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@export var trigger_room: int = 3
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var _parked_x: float = 0.0
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var _is_parked: bool = false
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var _is_animating: bool = false
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func _ready() -> void:
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_parked_x = position.x
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position.x = _parked_x + OFFSCREEN_OFFSET
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RoomNavigator.room_changed.connect(_on_room_changed)
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func _exit_tree() -> void:
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if RoomNavigator.room_changed.is_connected(_on_room_changed):
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RoomNavigator.room_changed.disconnect(_on_room_changed)
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func _on_room_changed(floor_index: int, room_index: int) -> void:
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if floor_index == trigger_floor and room_index == trigger_room:
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if not _is_parked and not _is_animating:
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_drive_in()
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func _input(event: InputEvent) -> void:
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if _is_animating:
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return
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var screen_pos: Vector2
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if event is InputEventScreenTouch and event.pressed:
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screen_pos = event.position
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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screen_pos = event.position
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else:
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return
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var canvas_transform: Transform2D = get_viewport().get_canvas_transform()
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var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos
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var local_pos: Vector2 = to_local(world_pos)
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if abs(local_pos.x) <= BUTTON_HALF_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT:
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if _is_parked:
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_drive_out()
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else:
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_drive_in()
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func _drive_in() -> void:
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_is_animating = true
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_is_parked = false
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_QUAD)
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tween.tween_property(self, "position:x", _parked_x, DRIVE_DURATION)
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tween.finished.connect(func() -> void:
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_is_parked = true
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_is_animating = false
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_play_stop_bounce()
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)
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func _drive_out() -> void:
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_is_animating = true
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_is_parked = false
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN)
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tween.set_trans(Tween.TRANS_QUAD)
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tween.tween_property(self, "position:x", _parked_x + OFFSCREEN_OFFSET, DRIVE_DURATION)
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tween.finished.connect(func() -> void:
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_is_animating = false
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)
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func _play_stop_bounce() -> void:
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var tween: Tween = create_tween()
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tween.tween_property(self, "scale", Vector2(1.08, 0.94), 0.08)
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tween.tween_property(self, "scale", Vector2(0.96, 1.06), 0.08)
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tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)
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