feat(nursery): add Cradle component with pendulum rocking animation

This commit is contained in:
Steven Wroblewski
2026-04-17 16:31:49 +02:00
parent dfdf40ba8d
commit 5ea3a52ed4
2 changed files with 69 additions and 0 deletions

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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_cradle"]
[ext_resource type="Script" path="res://scripts/objects/cradle.gd" id="1_cradle"]
[node name="Cradle" type="Node2D"]
script = ExtResource("1_cradle")
[node name="SuspensionLeft" type="ColorRect" parent="."]
color = Color(0.75, 0.65, 0.50, 1)
size = Vector2(4, 50)
position = Vector2(-25, 0)
[node name="SuspensionRight" type="ColorRect" parent="."]
color = Color(0.75, 0.65, 0.50, 1)
size = Vector2(4, 50)
position = Vector2(21, 0)
[node name="CradleBasket" type="ColorRect" parent="."]
color = Color(0.88, 0.82, 0.72, 1)
size = Vector2(70, 40)
position = Vector2(-35, 50)
[node name="CradleRim" type="ColorRect" parent="."]
color = Color(0.95, 0.90, 0.82, 1)
size = Vector2(70, 8)
position = Vector2(-35, 46)
[node name="BabyBlanket" type="ColorRect" parent="."]
color = Color(0.90, 0.84, 0.96, 1)
size = Vector2(58, 22)
position = Vector2(-29, 56)

38
scripts/objects/cradle.gd Normal file
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## Cradle — rocks with a pendulum rotation when tapped.
class_name Cradle extends Node2D
enum State { IDLE, ROCKING }
const ROCK_ANGLE: float = 15.0
const ROCK_DURATION: float = 0.5
const BUTTON_HALF_SIZE: float = 80.0
var _state: State = State.IDLE
func _input(event: InputEvent) -> void:
if _state != State.IDLE:
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_SIZE and abs(local_pos.y) <= BUTTON_HALF_SIZE:
_start_rocking()
func _start_rocking() -> void:
_state = State.ROCKING
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(self, "rotation_degrees", ROCK_ANGLE, ROCK_DURATION)
tween.tween_property(self, "rotation_degrees", -ROCK_ANGLE, ROCK_DURATION)
tween.tween_property(self, "rotation_degrees", 0.0, ROCK_DURATION * 0.5)
tween.finished.connect(func() -> void: _state = State.IDLE)