feat(sprint-15): merge Character v2 — SnapPoint, SnapReceiver, AnimState, OutfitLayers, HandSlots

This commit is contained in:
Steven Wroblewski
2026-05-08 22:15:41 +02:00
8 changed files with 560 additions and 1 deletions
+26 -1
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@@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_char"]
[gd_scene load_steps=5 format=3 uid="uid://cozypaw_char"]
[ext_resource type="Script" path="res://scripts/characters/character.gd" id="1_char"]
[ext_resource type="Script" path="res://scripts/systems/drag_drop_component.gd" id="2_drag"]
[ext_resource type="Script" path="res://scripts/characters/snap_receiver.gd" id="3_snap_recv"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_char"]
size = Vector2(64, 80)
@@ -49,3 +50,27 @@ input_pickable = true
[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
shape = SubResource("RectangleShape2D_char")
position = Vector2(0, -40)
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
visible = false
[node name="OutfitLayer1" type="Sprite2D" parent="."]
position = Vector2(0, -40)
visible = false
[node name="OutfitLayer2" type="Sprite2D" parent="."]
position = Vector2(0, -40)
visible = false
[node name="OutfitLayer3" type="Sprite2D" parent="."]
position = Vector2(0, -40)
visible = false
[node name="HandLeft" type="Node2D" parent="."]
position = Vector2(-32, -30)
[node name="HandRight" type="Node2D" parent="."]
position = Vector2(32, -30)
[node name="SnapReceiver" type="Node" parent="."]
script = ExtResource("3_snap_recv")
+101
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@@ -12,6 +12,7 @@ signal state_changed(new_state: CharacterData.State)
@export var data: CharacterData
var _is_held: bool = false
var _current_anim: String = "idle"
const _STATE_COLORS: Dictionary = {
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
@@ -30,6 +31,7 @@ func _ready() -> void:
drag.drag_released.connect(_on_drag_released)
if data != null:
_update_visual_state()
_refresh_outfit_layers()
func set_state(new_state: CharacterData.State) -> void:
@@ -40,6 +42,94 @@ func set_state(new_state: CharacterData.State) -> void:
state_changed.emit(new_state)
func set_animation_state(anim: String) -> void:
_current_anim = anim
var sprite: AnimatedSprite2D = get_node_or_null("AnimatedSprite2D") as AnimatedSprite2D
if sprite == null or sprite.sprite_frames == null:
return
if sprite.sprite_frames.has_animation(anim):
sprite.play(anim)
func get_animation_state() -> String:
return _current_anim
func set_outfit(layer: int, item_id: String, texture: Texture2D) -> void:
if layer < 1 or layer > 3:
return
if data != null:
data.outfit[layer - 1] = item_id
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
if layer_node == null:
return
layer_node.texture = texture
layer_node.visible = not item_id.is_empty()
func clear_outfit(layer: int) -> String:
if layer < 1 or layer > 3:
return ""
var old_id: String = ""
if data != null:
old_id = data.outfit[layer - 1]
data.outfit[layer - 1] = ""
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
if layer_node != null:
layer_node.texture = null
layer_node.visible = false
return old_id
func get_outfit(layer: int) -> String:
if data == null or layer < 1 or layer > 3:
return ""
return data.outfit[layer - 1]
func attach_item(hand: String, item: Node2D) -> bool:
if hand != "left" and hand != "right":
return false
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null:
return false
if slot.get_child_count() > 0:
return false
var old_parent: Node = item.get_parent()
if old_parent != null:
old_parent.remove_child(item)
slot.add_child(item)
item.position = Vector2.ZERO
return true
func detach_item(hand: String) -> Node2D:
if hand != "left" and hand != "right":
return null
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null or slot.get_child_count() == 0:
return null
var item: Node2D = slot.get_child(0) as Node2D
slot.remove_child(item)
var scene_parent: Node = get_parent()
if scene_parent != null:
scene_parent.add_child(item)
return item
func get_held_item(hand: String) -> Node2D:
if hand != "left" and hand != "right":
return null
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
if slot == null or slot.get_child_count() == 0:
return null
return slot.get_child(0) as Node2D
func is_hand_free(hand: String) -> bool:
return get_held_item(hand) == null
func _update_visual_state() -> void:
if data == null:
return
@@ -58,12 +148,23 @@ func _update_visual_state() -> void:
func _on_drag_picked_up(_pos: Vector2) -> void:
_is_held = true
set_animation_state("held")
character_picked_up.emit(self)
func _on_drag_released(pos: Vector2) -> void:
_is_held = false
set_animation_state("idle")
if data == null or data.id.is_empty():
return
GameState.set_character_position(character_id, global_position)
character_placed.emit(self, global_position)
func _refresh_outfit_layers() -> void:
if data == null:
return
for i: int in range(3):
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % (i + 1)) as Sprite2D
if layer_node != null:
layer_node.visible = not data.outfit[i].is_empty()
+1
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@@ -10,3 +10,4 @@ enum Species { BUNNY, KITTEN }
@export var state: State = State.HEALTHY
@export var current_floor: int = 0
@export var position: Vector2 = Vector2.ZERO
@export var outfit: Array[String] = ["", "", ""]
+62
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@@ -0,0 +1,62 @@
## SnapReceiver — scans for nearby SnapPoints when the parent Character is released.
## Attach as child of Character. Connects automatically to DragDropComponent signals.
class_name SnapReceiver extends Node
const SCAN_RADIUS: float = 80.0
var _current_snap: SnapPoint = null
var _character: Character
func _ready() -> void:
_character = get_parent() as Character
var drag: DragDropComponent = _character.get_node_or_null("DragDropComponent") as DragDropComponent
if drag != null:
drag.drag_picked_up.connect(_on_drag_picked_up)
drag.drag_released.connect(_on_drag_released)
func _on_drag_picked_up(_pos: Vector2) -> void:
if _current_snap != null:
_current_snap.unsnap()
_current_snap = null
_character.set_animation_state("held")
func _on_drag_released(_pos: Vector2) -> void:
var nearest: SnapPoint = _find_nearest_accepting_snap()
if nearest != null:
_current_snap = nearest
nearest.snap(_character)
_character.global_position = nearest.global_position
_character.set_animation_state(nearest.pose)
else:
_character.set_animation_state("idle")
func _find_nearest_accepting_snap() -> SnapPoint:
var best: SnapPoint = null
var best_dist: float = SCAN_RADIUS
for node: Node in get_tree().get_nodes_in_group("snap_points"):
var snap_point: SnapPoint = node as SnapPoint
if snap_point == null:
continue
if not snap_point.accepts(_character):
continue
var dist: float = _character.global_position.distance_to(snap_point.global_position)
if dist < best_dist:
best_dist = dist
best = snap_point
return best
func get_current_snap() -> SnapPoint:
return _current_snap
func force_unsnap() -> void:
if _current_snap == null:
return
_current_snap.unsnap()
_current_snap = null
_character.set_animation_state("idle")
+42
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@@ -0,0 +1,42 @@
## SnapPoint — attachment position on furniture where a Character can snap into a pose.
## Add to any furniture node. The node auto-registers in the "snap_points" group on _ready.
class_name SnapPoint extends Node2D
signal character_snapped(character: Character)
signal character_unsnapped(character: Character)
@export var pose: String = "sitting"
@export var baby_only: bool = false
var occupant: Character = null
func _ready() -> void:
add_to_group("snap_points")
func is_free() -> bool:
return occupant == null
func accepts(character: Character) -> bool:
if not is_free():
return false
if not baby_only:
return true
if character.data == null:
return false
return character.data.state == CharacterData.State.BABY
func snap(character: Character) -> void:
occupant = character
character_snapped.emit(character)
func unsnap() -> void:
if occupant == null:
return
var prev: Character = occupant
occupant = null
character_unsnapped.emit(prev)
+171
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@@ -0,0 +1,171 @@
## Tests for Character System v2 — animation state, outfit layers, hand slots.
extends GutTest
var _char: Character
func before_each() -> void:
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(_char)
var cd: CharacterData = CharacterData.new()
_char.data = cd
func test_animated_sprite_node_exists() -> void:
assert_not_null(_char.get_node_or_null("AnimatedSprite2D"))
func test_outfit_layer_1_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer1"))
func test_outfit_layer_2_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer2"))
func test_outfit_layer_3_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer3"))
func test_hand_left_node_exists() -> void:
assert_not_null(_char.get_node_or_null("HandLeft"))
func test_hand_right_node_exists() -> void:
assert_not_null(_char.get_node_or_null("HandRight"))
func test_snap_receiver_node_exists() -> void:
assert_not_null(_char.get_node_or_null("SnapReceiver"))
func test_character_data_outfit_has_three_empty_slots() -> void:
assert_eq(_char.data.outfit.size(), 3)
assert_eq(_char.data.outfit[0], "")
assert_eq(_char.data.outfit[1], "")
assert_eq(_char.data.outfit[2], "")
func test_default_animation_state_is_idle() -> void:
assert_eq(_char.get_animation_state(), "idle")
func test_set_animation_state_sitting() -> void:
_char.set_animation_state("sitting")
assert_eq(_char.get_animation_state(), "sitting")
func test_set_animation_state_lying() -> void:
_char.set_animation_state("lying")
assert_eq(_char.get_animation_state(), "lying")
func test_set_animation_state_held() -> void:
_char.set_animation_state("held")
assert_eq(_char.get_animation_state(), "held")
func test_set_animation_state_happy() -> void:
_char.set_animation_state("happy")
assert_eq(_char.get_animation_state(), "happy")
func test_set_animation_state_sleeping() -> void:
_char.set_animation_state("sleeping")
assert_eq(_char.get_animation_state(), "sleeping")
func test_get_outfit_returns_empty_for_all_layers_initially() -> void:
assert_eq(_char.get_outfit(1), "")
assert_eq(_char.get_outfit(2), "")
assert_eq(_char.get_outfit(3), "")
func test_set_outfit_stores_item_id() -> void:
_char.set_outfit(1, "white_coat", null)
assert_eq(_char.get_outfit(1), "white_coat")
func test_set_outfit_does_not_affect_other_layers() -> void:
_char.set_outfit(1, "white_coat", null)
assert_eq(_char.get_outfit(2), "")
assert_eq(_char.get_outfit(3), "")
func test_clear_outfit_returns_item_id() -> void:
_char.set_outfit(2, "cast_arm", null)
var returned: String = _char.clear_outfit(2)
assert_eq(returned, "cast_arm")
func test_clear_outfit_empties_layer() -> void:
_char.set_outfit(2, "cast_arm", null)
_char.clear_outfit(2)
assert_eq(_char.get_outfit(2), "")
func test_set_outfit_invalid_layer_zero_is_noop() -> void:
_char.set_outfit(0, "white_coat", null)
assert_eq(_char.get_outfit(1), "")
func test_set_outfit_invalid_layer_four_is_noop() -> void:
_char.set_outfit(4, "white_coat", null)
assert_eq(_char.get_outfit(3), "")
func test_both_hands_free_initially() -> void:
assert_true(_char.is_hand_free("left"))
assert_true(_char.is_hand_free("right"))
func test_attach_item_to_left_hand() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("left", item)
assert_false(_char.is_hand_free("left"))
func test_get_held_item_returns_attached_item() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("right", item)
assert_eq(_char.get_held_item("right"), item)
func test_attach_to_occupied_hand_returns_false() -> void:
var item1: Node2D = Node2D.new()
var item2: Node2D = Node2D.new()
add_child_autofree(item1)
add_child_autofree(item2)
_char.attach_item("left", item1)
var result: bool = _char.attach_item("left", item2)
assert_false(result)
func test_attach_returns_true_on_success() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
var result: bool = _char.attach_item("right", item)
assert_true(result)
func test_detach_item_frees_hand() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("left", item)
_char.detach_item("left")
assert_true(_char.is_hand_free("left"))
func test_detach_returns_item() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("right", item)
var returned: Node2D = _char.detach_item("right")
assert_eq(returned, item)
func test_detach_from_empty_hand_returns_null() -> void:
var returned: Node2D = _char.detach_item("left")
assert_null(returned)
+75
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@@ -0,0 +1,75 @@
## Tests for SnapPoint — attachment node on furniture.
extends GutTest
const SnapPointScript: GDScript = preload("res://scripts/objects/snap_point.gd")
var _snap: SnapPoint
var _char: Character
func before_each() -> void:
_snap = SnapPointScript.new()
_snap.pose = "sitting"
add_child_autofree(_snap)
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(_char)
func test_is_free_when_no_occupant() -> void:
assert_true(_snap.is_free())
func test_is_not_free_when_occupied() -> void:
_snap.snap(_char)
assert_false(_snap.is_free())
func test_snap_sets_occupant() -> void:
_snap.snap(_char)
assert_eq(_snap.occupant, _char)
func test_unsnap_clears_occupant() -> void:
_snap.snap(_char)
_snap.unsnap()
assert_null(_snap.occupant)
func test_accepts_any_character_when_baby_only_false() -> void:
assert_true(_snap.accepts(_char))
func test_does_not_accept_when_occupied() -> void:
_snap.snap(_char)
var other: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(other)
assert_false(_snap.accepts(other))
func test_baby_only_rejects_healthy_character() -> void:
_snap.baby_only = true
var cd: CharacterData = CharacterData.new()
cd.state = CharacterData.State.HEALTHY
_char.data = cd
assert_false(_snap.accepts(_char))
func test_baby_only_accepts_baby_state_character() -> void:
_snap.baby_only = true
var cd: CharacterData = CharacterData.new()
cd.state = CharacterData.State.BABY
_char.data = cd
assert_true(_snap.accepts(_char))
func test_snap_emits_character_snapped() -> void:
watch_signals(_snap)
_snap.snap(_char)
assert_signal_emitted(_snap, "character_snapped")
func test_unsnap_emits_character_unsnapped() -> void:
_snap.snap(_char)
watch_signals(_snap)
_snap.unsnap()
assert_signal_emitted(_snap, "character_unsnapped")
+82
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@@ -0,0 +1,82 @@
## Tests for SnapReceiver — snap detection when Character is released near a SnapPoint.
extends GutTest
var _char: Character
var _snap: SnapPoint
func before_each() -> void:
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(_char)
_snap = SnapPoint.new()
_snap.pose = "sitting"
add_child_autofree(_snap)
func _get_receiver() -> SnapReceiver:
return _char.get_node("SnapReceiver") as SnapReceiver
func test_snap_receiver_exists_on_character() -> void:
assert_not_null(_get_receiver())
func test_no_current_snap_initially() -> void:
assert_null(_get_receiver().get_current_snap())
func test_snap_detected_when_character_released_within_radius() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_char.global_position = Vector2(50.0, 0.0)
_get_receiver()._on_drag_released(Vector2(50.0, 0.0))
assert_eq(_get_receiver().get_current_snap(), _snap)
func test_no_snap_when_released_outside_radius() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_char.global_position = Vector2(200.0, 0.0)
_get_receiver()._on_drag_released(Vector2(200.0, 0.0))
assert_null(_get_receiver().get_current_snap())
func test_character_position_set_to_snap_point_on_snap() -> void:
_snap.global_position = Vector2(100.0, 100.0)
_char.global_position = Vector2(120.0, 100.0)
_get_receiver()._on_drag_released(Vector2(120.0, 100.0))
assert_eq(_char.global_position, Vector2(100.0, 100.0))
func test_character_animation_set_to_snap_pose_on_snap() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_snap.pose = "lying"
_char.global_position = Vector2(50.0, 0.0)
_get_receiver()._on_drag_released(Vector2(50.0, 0.0))
assert_eq(_char.get_animation_state(), "lying")
func test_pickup_clears_current_snap() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_char.global_position = Vector2(50.0, 0.0)
_get_receiver()._on_drag_released(Vector2(50.0, 0.0))
_get_receiver()._on_drag_picked_up(Vector2(50.0, 0.0))
assert_null(_get_receiver().get_current_snap())
func test_pickup_frees_snap_point() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_char.global_position = Vector2(50.0, 0.0)
_get_receiver()._on_drag_released(Vector2(50.0, 0.0))
_get_receiver()._on_drag_picked_up(Vector2(50.0, 0.0))
assert_true(_snap.is_free())
func test_second_character_cannot_snap_to_occupied_point() -> void:
_snap.global_position = Vector2(0.0, 0.0)
_char.global_position = Vector2(50.0, 0.0)
_get_receiver()._on_drag_released(Vector2(50.0, 0.0))
var char2: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(char2)
char2.global_position = Vector2(60.0, 0.0)
var recv2: SnapReceiver = char2.get_node("SnapReceiver") as SnapReceiver
recv2._on_drag_released(Vector2(60.0, 0.0))
assert_null(recv2.get_current_snap())