docs: add Sprint 14 and earlier plan files

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Steven Wroblewski
2026-04-17 21:15:07 +02:00
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# Sprint 14 — Zuhause & Garten 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:** Add the garden/home area below the hospital floors, with interactive gift boxes, a tea pot, and camera navigation buttons in both directions.
**Architecture:** The Home area lives at world position `(0, 720)` — directly below Floor 0. `RoomNavigator` gains `go_to_home()` / `go_to_hospital()` which tween the camera to `Vector2(640, 1080)`. A `HomeButton` component with `@export var go_to_garden: bool` drives navigation in both directions. No new autoloads; everything hooks into the existing `RoomNavigator` autoload.
**Tech Stack:** Godot 4.6.2, GDScript (static typing), ColorRect placeholder visuals, Tween animations
---
### Task 1: RoomNavigator — go_to_home / go_to_hospital
**Files:**
- Modify: `scripts/systems/room_navigator.gd`
- [ ] **Step 1: Replace the entire file**
`scripts/systems/room_navigator.gd`:
```gdscript
## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors, rooms, and the home/garden area.
extends Node
signal room_changed(floor_index: int, room_index: int)
signal home_entered()
signal hospital_entered()
const FLOOR_HEIGHT: float = 720.0
const ROOM_WIDTH: float = 1280.0
const HOME_CAMERA_X: float = 640.0
const HOME_CAMERA_Y: float = 1080.0
const CAMERA_TWEEN_DURATION: float = 0.6
var _current_floor: int = 0
var _current_room: int = 0
var _is_at_home: bool = false
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 not _is_at_home and floor_index == _current_floor and room_index == _current_room:
return
_is_at_home = false
_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 go_to_home() -> void:
if _camera == null:
return
if _is_at_home:
return
_is_at_home = true
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION)
tween.finished.connect(func() -> void: home_entered.emit())
func go_to_hospital() -> void:
if _camera == null:
return
if not _is_at_home:
return
_is_at_home = false
var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
var target_y: float = _current_floor * -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: hospital_entered.emit())
func get_current_floor() -> int:
return _current_floor
func get_current_room() -> int:
return _current_room
func is_at_home() -> bool:
return _is_at_home
```
- [ ] **Step 2: Verify no parse errors**
Open Godot, check the Output panel — no errors for `room_navigator.gd`. The autoload entry `RoomNavigator` should still appear in Project → Autoload.
- [ ] **Step 3: Commit**
```bash
git add scripts/systems/room_navigator.gd
git commit -m "feat(navigator): add go_to_home / go_to_hospital with home_entered / hospital_entered signals"
```
---
### Task 2: HomeButton component
**Files:**
- Create: `scripts/objects/home_button.gd`
- Create: `scenes/objects/HomeButton.tscn`
- [ ] **Step 1: Create the script**
`scripts/objects/home_button.gd`:
```gdscript
## HomeButton — tappable button that navigates between the hospital and the garden area.
class_name HomeButton extends Node2D
const BUTTON_HALF_SIZE: float = 32.0
@export var go_to_garden: bool = true
func _input(event: InputEvent) -> void:
if not event is InputEventScreenTouch:
return
if not (event as InputEventScreenTouch).pressed:
return
var touch_pos: Vector2 = (event as InputEventScreenTouch).position
var local: Vector2 = to_local(touch_pos)
if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
return
if go_to_garden:
RoomNavigator.go_to_home()
else:
RoomNavigator.go_to_hospital()
```
- [ ] **Step 2: Create the scene**
`scenes/objects/HomeButton.tscn`:
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_homebtn"]
[ext_resource type="Script" path="res://scripts/objects/home_button.gd" id="1_homebtn"]
[node name="HomeButton" type="Node2D"]
script = ExtResource("1_homebtn")
[node name="ButtonBody" type="ColorRect" parent="."]
offset_left = -32.0
offset_top = -32.0
offset_right = 32.0
offset_bottom = 32.0
color = Color(0.36, 0.70, 0.44, 1)
[node name="ButtonIcon" type="ColorRect" parent="."]
offset_left = -12.0
offset_top = -18.0
offset_right = 12.0
offset_bottom = 6.0
color = Color(0.90, 0.88, 0.70, 1)
```
- [ ] **Step 3: Verify in Godot**
Open `HomeButton.tscn` — green square with a cream-coloured rectangle visible. Check Inspector: `go_to_garden` export shows as `true`.
- [ ] **Step 4: Commit**
```bash
git add scripts/objects/home_button.gd scenes/objects/HomeButton.tscn
git commit -m "feat(home-button): add HomeButton component for hospital/garden navigation"
```
---
### Task 3: GiftBox component
**Files:**
- Create: `scripts/objects/gift_box.gd`
- Create: `scenes/objects/GiftBox.tscn`
- [ ] **Step 1: Create the script**
`scripts/objects/gift_box.gd`:
```gdscript
## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
class_name GiftBox extends Node2D
enum State { CLOSED, OPENING, OPEN }
const LID_OPEN_Y: float = -120.0
const OPEN_DURATION: float = 0.5
const GIFT_FADE_DURATION: float = 0.4
const BUTTON_HALF_WIDTH: float = 40.0
const BUTTON_HALF_HEIGHT: float = 50.0
var _state: State = State.CLOSED
func _ready() -> void:
var gift: Node2D = get_node_or_null("Gift") as Node2D
if gift != null:
gift.modulate.a = 0.0
func _input(event: InputEvent) -> void:
if _state != State.CLOSED:
return
if not event is InputEventScreenTouch:
return
if not (event as InputEventScreenTouch).pressed:
return
var touch_pos: Vector2 = (event as InputEventScreenTouch).position
var local: Vector2 = to_local(touch_pos)
if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
return
_start_opening()
func _start_opening() -> void:
_state = State.OPENING
var lid: Node2D = get_node_or_null("Lid") as Node2D
if lid == null:
_state = State.OPEN
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_BACK)
tween.tween_property(lid, "position:y", LID_OPEN_Y, OPEN_DURATION)
tween.parallel().tween_property(lid, "modulate:a", 0.0, OPEN_DURATION)
tween.finished.connect(_on_lid_opened)
func _on_lid_opened() -> void:
_state = State.OPEN
var gift: Node2D = get_node_or_null("Gift") as Node2D
if gift == null:
return
var tween: Tween = create_tween()
tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
```
- [ ] **Step 2: Create the scene**
`scenes/objects/GiftBox.tscn`:
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftbox"]
[ext_resource type="Script" path="res://scripts/objects/gift_box.gd" id="1_giftbox"]
[node name="GiftBox" type="Node2D"]
script = ExtResource("1_giftbox")
[node name="BoxBase" type="ColorRect" parent="."]
offset_left = -40.0
offset_top = -60.0
offset_right = 40.0
offset_bottom = 0.0
color = Color(0.90, 0.28, 0.34, 1)
[node name="BoxStripe" type="ColorRect" parent="."]
offset_left = -6.0
offset_top = -60.0
offset_right = 6.0
offset_bottom = 0.0
color = Color(0.98, 0.82, 0.22, 1)
[node name="Lid" type="Node2D" parent="."]
position = Vector2(0, -60)
[node name="LidShape" type="ColorRect" parent="Lid"]
offset_left = -44.0
offset_top = -18.0
offset_right = 44.0
offset_bottom = 0.0
color = Color(0.98, 0.38, 0.42, 1)
[node name="LidBow" type="ColorRect" parent="Lid"]
offset_left = -10.0
offset_top = -28.0
offset_right = 10.0
offset_bottom = -18.0
color = Color(0.98, 0.82, 0.22, 1)
[node name="Gift" type="Node2D" parent="."]
position = Vector2(0, -90)
[node name="GiftShape" type="ColorRect" parent="Gift"]
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
color = Color(0.96, 0.76, 0.22, 1)
```
- [ ] **Step 3: Verify in Godot**
Open `GiftBox.tscn` — red box body, yellow vertical stripe, red lid above it with yellow bow, yellow star-shaped gift node above lid. The `Gift` node is invisible at runtime (`_ready` sets alpha to 0).
- [ ] **Step 4: Commit**
```bash
git add scripts/objects/gift_box.gd scenes/objects/GiftBox.tscn
git commit -m "feat(gift-box): add GiftBox with tap-to-open lid animation and gift reveal"
```
---
### Task 4: TeaPot component
**Files:**
- Create: `scripts/objects/tea_pot.gd`
- Create: `scenes/objects/TeaPot.tscn`
- [ ] **Step 1: Create the script**
`scripts/objects/tea_pot.gd`:
```gdscript
## TeaPot — tap to pour: tilts 45 degrees, holds briefly, then returns to upright.
class_name TeaPot extends Node2D
enum State { IDLE, POURING }
const TILT_ANGLE: float = 45.0
const TILT_DURATION: float = 0.4
const POUR_HOLD: float = 0.8
const RETURN_DURATION: float = 0.4
const BUTTON_HALF_SIZE: float = 40.0
var _state: State = State.IDLE
func _input(event: InputEvent) -> void:
if _state != State.IDLE:
return
if not event is InputEventScreenTouch:
return
if not (event as InputEventScreenTouch).pressed:
return
var touch_pos: Vector2 = (event as InputEventScreenTouch).position
var local: Vector2 = to_local(touch_pos)
if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
return
_start_pouring()
func _start_pouring() -> void:
_state = State.POURING
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_SINE)
tween.tween_property(self, "rotation_degrees", TILT_ANGLE, TILT_DURATION)
tween.tween_interval(POUR_HOLD)
tween.tween_property(self, "rotation_degrees", 0.0, RETURN_DURATION)
tween.finished.connect(func() -> void: _state = State.IDLE)
```
- [ ] **Step 2: Create the scene**
`scenes/objects/TeaPot.tscn`:
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_teapot"]
[ext_resource type="Script" path="res://scripts/objects/tea_pot.gd" id="1_teapot"]
[node name="TeaPot" type="Node2D"]
script = ExtResource("1_teapot")
[node name="PotBody" type="ColorRect" parent="."]
offset_left = -30.0
offset_top = -50.0
offset_right = 30.0
offset_bottom = 0.0
color = Color(0.96, 0.92, 0.84, 1)
[node name="PotLid" type="ColorRect" parent="."]
offset_left = -28.0
offset_top = -58.0
offset_right = 28.0
offset_bottom = -48.0
color = Color(0.74, 0.62, 0.50, 1)
[node name="PotSpout" type="ColorRect" parent="."]
offset_left = 26.0
offset_top = -38.0
offset_right = 46.0
offset_bottom = -22.0
color = Color(0.96, 0.92, 0.84, 1)
[node name="PotHandle" type="ColorRect" parent="."]
offset_left = -48.0
offset_top = -36.0
offset_right = -36.0
offset_bottom = -14.0
color = Color(0.96, 0.92, 0.84, 1)
```
- [ ] **Step 3: Verify in Godot**
Open `TeaPot.tscn` — cream-coloured pot body, brown lid on top, spout on right, handle on left all visible.
- [ ] **Step 4: Commit**
```bash
git add scripts/objects/tea_pot.gd scenes/objects/TeaPot.tscn
git commit -m "feat(teapot): add TeaPot with tap-to-pour tilt animation"
```
---
### Task 5: GardenParty scene
**Files:**
- Create: `scenes/rooms/home/GardenParty.tscn`
- [ ] **Step 1: Create the scene file**
`scenes/rooms/home/GardenParty.tscn`:
```
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_gardenparty"]
[ext_resource type="PackedScene" path="res://scenes/objects/GiftBox.tscn" id="1_giftbox"]
[ext_resource type="PackedScene" path="res://scenes/objects/TeaPot.tscn" id="2_teapot"]
[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="3_homebtn"]
[node name="GardenParty" type="Node2D"]
[node name="Sky" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 0.0
offset_right = 1280.0
offset_bottom = 400.0
color = Color(0.53, 0.81, 0.98, 1)
[node name="Grass" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 400.0
offset_right = 1280.0
offset_bottom = 720.0
color = Color(0.55, 0.76, 0.46, 1)
[node name="GroundEdge" type="ColorRect" parent="."]
offset_left = 0.0
offset_top = 392.0
offset_right = 1280.0
offset_bottom = 404.0
color = Color(0.38, 0.62, 0.32, 1)
[node name="TableTop" type="ColorRect" parent="."]
offset_left = 440.0
offset_top = 464.0
offset_right = 840.0
offset_bottom = 480.0
color = Color(0.82, 0.66, 0.46, 1)
[node name="TableLeg1" type="ColorRect" parent="."]
offset_left = 456.0
offset_top = 480.0
offset_right = 472.0
offset_bottom = 580.0
color = Color(0.70, 0.52, 0.34, 1)
[node name="TableLeg2" type="ColorRect" parent="."]
offset_left = 808.0
offset_top = 480.0
offset_right = 824.0
offset_bottom = 580.0
color = Color(0.70, 0.52, 0.34, 1)
[node name="TeaPot" parent="." instance=ExtResource("2_teapot")]
position = Vector2(510, 464)
[node name="GiftBox1" parent="." instance=ExtResource("1_giftbox")]
position = Vector2(640, 464)
[node name="GiftBox2" parent="." instance=ExtResource("1_giftbox")]
position = Vector2(730, 464)
[node name="GiftBox3" parent="." instance=ExtResource("1_giftbox")]
position = Vector2(820, 464)
[node name="TeaCup" type="ColorRect" parent="."]
offset_left = 558.0
offset_top = 440.0
offset_right = 590.0
offset_bottom = 464.0
color = Color(0.96, 0.92, 0.84, 1)
[node name="Balloon1" type="ColorRect" parent="."]
offset_left = 180.0
offset_top = 120.0
offset_right = 220.0
offset_bottom = 180.0
color = Color(0.96, 0.44, 0.44, 1)
[node name="Balloon2" type="ColorRect" parent="."]
offset_left = 1020.0
offset_top = 100.0
offset_right = 1060.0
offset_bottom = 160.0
color = Color(0.56, 0.76, 0.96, 1)
[node name="HomeButtonReturn" parent="." instance=ExtResource("3_homebtn")]
position = Vector2(100, 620)
go_to_garden = false
```
- [ ] **Step 2: Verify in Godot**
Open `GardenParty.tscn` — blue sky, green grass, dark ground edge, brown table with two legs. TeaPot and 3 GiftBoxes sitting on the table (top at y=464). TeaCup to the left of the pots. Two balloons (red, blue). Green HomeButton bottom-left with `go_to_garden = false` in inspector.
- [ ] **Step 3: Commit**
```bash
git add scenes/rooms/home/GardenParty.tscn
git commit -m "feat(garden): add GardenParty scene with table, gifts, teapot, balloons, and return button"
```
---
### Task 6: Main.tscn — Home integration
**Files:**
- Modify: `scenes/main/Main.tscn`
- [ ] **Step 1: Update load_steps**
Replace:
```
[gd_scene load_steps=20 format=3 uid="uid://cozypaw_main"]
```
With:
```
[gd_scene load_steps=22 format=3 uid="uid://cozypaw_main"]
```
- [ ] **Step 2: Add ext_resources after the last existing one (id="18_nursery")**
```
[ext_resource type="PackedScene" path="res://scenes/rooms/home/GardenParty.tscn" id="19_gardenparty"]
[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="20_homebtn"]
```
- [ ] **Step 3: Add HomeButtonToGarden on Floor0**
After the last Floor0 nav arrow node (`NavLeft3to2`), add:
```
[node name="HomeButtonToGarden" parent="Hospital/Floor0" instance=ExtResource("20_homebtn")]
position = Vector2(640, 620)
go_to_garden = true
```
- [ ] **Step 4: Add Home node and GardenParty**
After the last Floor2 node (`NavLeft2to1_F2`) and before `[node name="Characters" ...`, add:
```
[node name="Home" type="Node2D" parent="."]
position = Vector2(0, 720)
[node name="GardenParty" parent="Home" instance=ExtResource("19_gardenparty")]
position = Vector2(0, 0)
```
- [ ] **Step 5: Verify in Godot**
Run the main scene:
1. Scene loads without errors
2. Floor0 shows a green HomeButton square at the bottom centre (x=640, y=620)
3. Tap the HomeButtonToGarden → camera slides smoothly down to garden (blue sky + green grass)
4. Tap HomeButtonReturn in the garden → camera slides back up to Floor0/Reception
5. Elevator buttons between floors 0/1/2 still work correctly
6. Nav arrows between rooms still work on all three floors
- [ ] **Step 6: Commit**
```bash
git add scenes/main/Main.tscn
git commit -m "feat(main): integrate Home/GardenParty below Floor0 with bidirectional navigation"
```

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# 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 01280 → NavRight0to1 at 1200 ✓, elevator at 1100 ✓
- Room 1 (cam x=1920): screen x 12802560 → NavLeft1to0 at 1340 ✓, NavRight1to2 at 2480 ✓
- Room 2 (cam x=3200): screen x 25603840 → NavLeft2to1 at 2600 ✓, NavRight2to3 at 3760 ✓
- Room 3 (cam x=4480): screen x 38405120 → 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

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# Sprint 8-10: 1. Obergeschoss — 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 first-floor rooms (XRay, Pharmacy, Lab, Patient Room) with the X-ray machine's plate slide-in animation as the highlight feature.
**Architecture:** Floor 1 follows the same side-by-side room layout as Floor 0 — four rooms at X offsets 0, 1280, 2560, 3840 within the `Floor1` node. `XRayMachine` is a new custom component (like `Ambulance`) with its own state machine. The existing `NavigationArrow` and `ElevatorButton` components are reused unchanged. `Main.tscn` is updated to replace the Floor 1 placeholder nodes with the real room scenes.
**Tech Stack:** Godot 4.6.2, GDScript (static typing), existing `InteractiveObject` base class, placeholder ColorRect graphics.
---
## File Map
| Action | File | Responsibility |
|--------|------|----------------|
| Create | `scripts/objects/xray_machine.gd` | Plate slide-in animation, 4-state machine (IDLE → SLIDING_IN → EXPOSING → SLIDING_OUT) |
| Create | `scenes/objects/XRayMachine.tscn` | Machine body + viewer screen + sliding plate (all ColorRect) |
| Create | `scenes/rooms/floor1/XRay.tscn` | Exam table, XRayMachine instance, PlasterStation |
| Create | `scenes/rooms/floor1/Pharmacy.tscn` | Medicine shelf, counter, 4 positive medicine objects |
| Create | `scenes/rooms/floor1/Lab.tscn` | Lab bench, 4 interactive lab objects |
| Create | `scenes/rooms/floor1/PatientRoom.tscn` | 2 beds, TV, bedside table |
| Modify | `scenes/main/Main.tscn` | Replace Floor1 placeholder with 4 rooms + nav arrows; move elevator buttons |
**Room layout in Floor1 (local X positions):**
- XRay: x=0 (room index 0) — camera center world (640, -360)
- Pharmacy: x=1280 (room index 1) — camera center world (1920, -360)
- Lab: x=2560 (room index 2) — camera center world (3200, -360)
- PatientRoom: x=3840 (room index 3) — camera center world (4480, -360)
**XRayMachine visual layout (local space, origin = machine base center):**
- MachineBody: grey ColorRect 80×200 at local (-40, -200) — tall vertical machine
- MachineArm: grey ColorRect 220×24 at local (-40, -180) — horizontal arm over table
- ViewerFrame: dark ColorRect 80×60 at local (-40, -195) — screen housing on machine
- Viewer: very dark ColorRect 66×46 at local (-33, -189) — screen, lights up during scan
- Plate: Node2D child, starts at local (-50, 20); contains PlateBody (200×14 ColorRect)
- PLATE_PARKED_X = -50.0 (behind/inside machine, hidden)
- PLATE_ACTIVE_X = 130.0 (extends to the right, under the exam table)
**Floor1 elevator buttons (moved to avoid overlap with nav arrows at x=1200):**
- ElevatorDown1: position (1100, 540) → target_floor = 0
- ElevatorUp1: position (1100, 180) → target_floor = 2
---
## Task 1: XRayMachine component
**Files:**
- Create: `scripts/objects/xray_machine.gd`
- Create: `scenes/objects/XRayMachine.tscn`
- [ ] **Step 1: Create xray_machine.gd**
```gdscript
## XRayMachine — X-ray plate slides out when tapped; viewer lights up during exposure.
class_name XRayMachine extends Node2D
enum State { IDLE, SLIDING_IN, EXPOSING, SLIDING_OUT }
const SLIDE_DURATION: float = 0.8
const EXPOSE_DURATION: float = 1.5
const BUTTON_HALF_WIDTH: float = 50.0
const BUTTON_HALF_HEIGHT: float = 100.0
const PLATE_PARKED_X: float = -50.0
const PLATE_ACTIVE_X: float = 130.0
const VIEWER_LIT_COLOR: Color = Color(0.75, 0.90, 1.0, 1)
const VIEWER_DARK_COLOR: Color = Color(0.06, 0.08, 0.12, 1)
var _state: State = State.IDLE
func _ready() -> void:
var plate: Node2D = get_node_or_null("Plate") as Node2D
if plate != null:
plate.position.x = PLATE_PARKED_X
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_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT:
_start_scan()
func _start_scan() -> void:
_state = State.SLIDING_IN
var plate: Node2D = get_node_or_null("Plate") as Node2D
if plate == null:
_state = State.IDLE
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(plate, "position:x", PLATE_ACTIVE_X, SLIDE_DURATION)
tween.finished.connect(_on_plate_in)
func _on_plate_in() -> void:
_state = State.EXPOSING
var viewer: ColorRect = get_node_or_null("Viewer") as ColorRect
if viewer != null:
viewer.color = VIEWER_LIT_COLOR
var timer: SceneTreeTimer = get_tree().create_timer(EXPOSE_DURATION)
timer.timeout.connect(_start_slide_out)
func _start_slide_out() -> void:
_state = State.SLIDING_OUT
var viewer: ColorRect = get_node_or_null("Viewer") as ColorRect
if viewer != null:
viewer.color = VIEWER_DARK_COLOR
var plate: Node2D = get_node_or_null("Plate") as Node2D
if plate == null:
_state = State.IDLE
return
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_IN_OUT)
tween.set_trans(Tween.TRANS_QUAD)
tween.tween_property(plate, "position:x", PLATE_PARKED_X, SLIDE_DURATION)
tween.finished.connect(func() -> void: _state = State.IDLE)
```
- [ ] **Step 2: Create XRayMachine.tscn**
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_xraymachine"]
[ext_resource type="Script" path="res://scripts/objects/xray_machine.gd" id="1_xraymachine"]
[node name="XRayMachine" type="Node2D"]
script = ExtResource("1_xraymachine")
[node name="MachineBody" type="ColorRect" parent="."]
color = Color(0.68, 0.70, 0.76, 1)
size = Vector2(80, 200)
position = Vector2(-40, -200)
[node name="MachineArm" type="ColorRect" parent="."]
color = Color(0.62, 0.64, 0.70, 1)
size = Vector2(220, 24)
position = Vector2(-40, -180)
[node name="ViewerFrame" type="ColorRect" parent="."]
color = Color(0.20, 0.22, 0.26, 1)
size = Vector2(80, 60)
position = Vector2(-40, -195)
[node name="Viewer" type="ColorRect" parent="."]
color = Color(0.06, 0.08, 0.12, 1)
size = Vector2(66, 46)
position = Vector2(-33, -189)
[node name="Plate" type="Node2D" parent="."]
position = Vector2(-50, 20)
[node name="PlateBody" type="ColorRect" parent="Plate"]
color = Color(0.28, 0.32, 0.38, 1)
size = Vector2(200, 14)
position = Vector2(0, -7)
```
- [ ] **Step 3: Commit**
```bash
cd "F:/Development/_gameDev/Cozypaw-Hospital"
git add scripts/objects/xray_machine.gd scenes/objects/XRayMachine.tscn
git commit -m "feat(xray): add XRayMachine component with plate slide-in animation"
```
---
## Task 2: XRay Room scene
**Files:**
- Create: `scenes/rooms/floor1/XRay.tscn`
The XRayMachine is placed at (500, 510) in this room. The exam table is to its right. Tapping the machine triggers the plate animation.
- [ ] **Step 1: Create XRay.tscn**
```
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_xray"]
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[ext_resource type="PackedScene" path="res://scenes/objects/XRayMachine.tscn" id="2_xraymachine"]
[node name="XRay" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
color = Color(0.88, 0.92, 0.96, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)
[node name="Floor" type="ColorRect" parent="."]
color = Color(0.78, 0.80, 0.86, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)
[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.88, 0.90, 0.94, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)
[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.88, 0.90, 0.94, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)
[node name="ExamTable" type="ColorRect" parent="."]
color = Color(0.84, 0.86, 0.90, 1)
size = Vector2(320, 40)
position = Vector2(480, 490)
[node name="ExamTableLeg1" type="ColorRect" parent="."]
color = Color(0.65, 0.68, 0.74, 1)
size = Vector2(16, 130)
position = Vector2(500, 530)
[node name="ExamTableLeg2" type="ColorRect" parent="."]
color = Color(0.65, 0.68, 0.74, 1)
size = Vector2(16, 130)
position = Vector2(768, 530)
[node name="LeadApron" type="ColorRect" parent="."]
color = Color(0.30, 0.40, 0.35, 1)
size = Vector2(60, 120)
position = Vector2(1100, 480)
[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(200, 490)
[node name="XRayMachine" parent="." instance=ExtResource("2_xraymachine")]
position = Vector2(500, 510)
[node name="PlasterStation" parent="." instance=ExtResource("1_iobj")]
position = Vector2(900, 560)
```
- [ ] **Step 2: Commit**
```bash
git add scenes/rooms/floor1/XRay.tscn
git commit -m "feat(xray): add XRay Room scene with exam table and XRayMachine"
```
---
## Task 3: Pharmacy scene
**Files:**
- Create: `scenes/rooms/floor1/Pharmacy.tscn`
All medicine items are positive (vitamins, bandages, syrup, medicine box) — no poison or harmful items per product principles.
- [ ] **Step 1: Create Pharmacy.tscn**
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_pharmacy"]
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[node name="Pharmacy" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
color = Color(0.96, 0.94, 0.82, 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, 0.94, 0.86, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)
[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.96, 0.94, 0.86, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)
[node name="MedicineShelf" type="ColorRect" parent="."]
color = Color(0.75, 0.55, 0.30, 1)
size = Vector2(700, 20)
position = Vector2(290, 300)
[node name="MedicineShelfLegLeft" type="ColorRect" parent="."]
color = Color(0.62, 0.44, 0.22, 1)
size = Vector2(16, 320)
position = Vector2(290, 300)
[node name="MedicineShelfLegRight" type="ColorRect" parent="."]
color = Color(0.62, 0.44, 0.22, 1)
size = Vector2(16, 320)
position = Vector2(974, 300)
[node name="MedicineShelf2" type="ColorRect" parent="."]
color = Color(0.75, 0.55, 0.30, 1)
size = Vector2(700, 20)
position = Vector2(290, 460)
[node name="Counter" type="ColorRect" parent="."]
color = Color(0.62, 0.44, 0.22, 1)
size = Vector2(300, 80)
position = Vector2(490, 540)
[node name="CounterTop" type="ColorRect" parent="."]
color = Color(0.78, 0.62, 0.36, 1)
size = Vector2(300, 12)
position = Vector2(490, 528)
[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(200, 520)
[node name="VitaminBottle" parent="." instance=ExtResource("1_iobj")]
position = Vector2(380, 270)
[node name="BandageRoll" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 270)
[node name="SyrupBottle" parent="." instance=ExtResource("1_iobj")]
position = Vector2(900, 270)
[node name="MedicineBox" parent="." instance=ExtResource("1_iobj")]
position = Vector2(640, 430)
```
- [ ] **Step 2: Commit**
```bash
git add scenes/rooms/floor1/Pharmacy.tscn
git commit -m "feat(pharmacy): add Pharmacy room with double medicine shelf and positive medicine objects"
```
---
## Task 4: Lab scene
**Files:**
- Create: `scenes/rooms/floor1/Lab.tscn`
- [ ] **Step 1: Create Lab.tscn**
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_lab"]
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[node name="Lab" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
color = Color(0.90, 0.94, 0.96, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)
[node name="Floor" type="ColorRect" parent="."]
color = Color(0.78, 0.82, 0.86, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)
[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.88, 0.92, 0.94, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)
[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.88, 0.92, 0.94, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)
[node name="LabBench" type="ColorRect" parent="."]
color = Color(0.88, 0.88, 0.92, 1)
size = Vector2(800, 40)
position = Vector2(240, 480)
[node name="LabBenchFront" type="ColorRect" parent="."]
color = Color(0.70, 0.72, 0.78, 1)
size = Vector2(800, 16)
position = Vector2(240, 520)
[node name="LabBenchLegLeft" type="ColorRect" parent="."]
color = Color(0.70, 0.72, 0.78, 1)
size = Vector2(16, 140)
position = Vector2(260, 536)
[node name="LabBenchLegRight" type="ColorRect" parent="."]
color = Color(0.70, 0.72, 0.78, 1)
size = Vector2(16, 140)
position = Vector2(1008, 536)
[node name="Sink" type="ColorRect" parent="."]
color = Color(0.75, 0.80, 0.84, 1)
size = Vector2(100, 50)
position = Vector2(1060, 430)
[node name="SinkBase" type="ColorRect" parent="."]
color = Color(0.60, 0.64, 0.68, 1)
size = Vector2(100, 190)
position = Vector2(1060, 480)
[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(200, 490)
[node name="Microscope" parent="." instance=ExtResource("1_iobj")]
position = Vector2(380, 450)
[node name="TestTubeRack" parent="." instance=ExtResource("1_iobj")]
position = Vector2(600, 450)
[node name="ReagentBottle" parent="." instance=ExtResource("1_iobj")]
position = Vector2(820, 450)
[node name="PetriDish" parent="." instance=ExtResource("1_iobj")]
position = Vector2(490, 450)
```
- [ ] **Step 2: Commit**
```bash
git add scenes/rooms/floor1/Lab.tscn
git commit -m "feat(lab): add Lab room with bench, sink, and interactive lab equipment"
```
---
## Task 5: Patient Room scene
**Files:**
- Create: `scenes/rooms/floor1/PatientRoom.tscn`
Two beds, a TV on the wall (interactive object), and a bedside table. The room has a calm, warm feel.
- [ ] **Step 1: Create PatientRoom.tscn**
```
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_patientroom"]
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[node name="PatientRoom" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
color = Color(0.96, 0.94, 0.88, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)
[node name="Floor" type="ColorRect" parent="."]
color = Color(0.88, 0.82, 0.72, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)
[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.94, 0.92, 0.86, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)
[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.94, 0.92, 0.86, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)
[node name="Bed1Frame" type="ColorRect" parent="."]
color = Color(0.85, 0.85, 0.90, 1)
size = Vector2(260, 50)
position = Vector2(120, 490)
[node name="Bed1Pillow" type="ColorRect" parent="."]
color = Color(0.96, 0.96, 1.0, 1)
size = Vector2(80, 50)
position = Vector2(120, 440)
[node name="Bed1Leg1" type="ColorRect" parent="."]
color = Color(0.70, 0.70, 0.76, 1)
size = Vector2(14, 130)
position = Vector2(136, 540)
[node name="Bed1Leg2" type="ColorRect" parent="."]
color = Color(0.70, 0.70, 0.76, 1)
size = Vector2(14, 130)
position = Vector2(350, 540)
[node name="Bed2Frame" type="ColorRect" parent="."]
color = Color(0.85, 0.85, 0.90, 1)
size = Vector2(260, 50)
position = Vector2(680, 490)
[node name="Bed2Pillow" type="ColorRect" parent="."]
color = Color(0.96, 0.96, 1.0, 1)
size = Vector2(80, 50)
position = Vector2(680, 440)
[node name="Bed2Leg1" type="ColorRect" parent="."]
color = Color(0.70, 0.70, 0.76, 1)
size = Vector2(14, 130)
position = Vector2(696, 540)
[node name="Bed2Leg2" type="ColorRect" parent="."]
color = Color(0.70, 0.70, 0.76, 1)
size = Vector2(14, 130)
position = Vector2(910, 540)
[node name="TVFrame" type="ColorRect" parent="."]
color = Color(0.18, 0.18, 0.20, 1)
size = Vector2(200, 130)
position = Vector2(1000, 200)
[node name="TVScreen" type="ColorRect" parent="."]
color = Color(0.08, 0.10, 0.14, 1)
size = Vector2(184, 114)
position = Vector2(1008, 208)
[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(480, 490)
[node name="TV" parent="." instance=ExtResource("1_iobj")]
position = Vector2(1100, 265)
[node name="BedsideTable" parent="." instance=ExtResource("1_iobj")]
position = Vector2(500, 540)
```
- [ ] **Step 2: Commit**
```bash
git add scenes/rooms/floor1/PatientRoom.tscn
git commit -m "feat(patientroom): add Patient Room with two beds, TV, and bedside table"
```
---
## Task 6: Update Main.tscn — wire up Floor 1
**Files:**
- Modify: `scenes/main/Main.tscn`
**Changes from current file:**
1. `load_steps` increases from 13 → 17 (add 4 new ext_resources: XRay, Pharmacy, Lab, PatientRoom)
2. Add 4 new ext_resource declarations (ids 1215)
3. In the Floor1 section: **remove** the placeholder `Background`, `FloorLabel`, `FloorRect` nodes
4. **Add** 4 room instances to Floor1 at x offsets 0, 1280, 2560, 3840
5. **Move** ElevatorDown1 from (1200, 540) → (1100, 540) and ElevatorUp1 from (1200, 180) → (1100, 180)
6. **Add** 6 NavigationArrow instances for Floor1 room navigation
**NavigationArrow positions in Floor1 local space:**
| Node | X | Y | target_floor | target_room | label |
|------|---|---|---|---|---|
| NavRight0to1_F1 | 1200 | 480 | 1 | 1 | → |
| NavLeft1to0_F1 | 1340 | 480 | 1 | 0 | ← |
| NavRight1to2_F1 | 2480 | 480 | 1 | 2 | → |
| NavLeft2to1_F1 | 2600 | 480 | 1 | 1 | ← |
| NavRight2to3_F1 | 3760 | 480 | 1 | 3 | → |
| NavLeft3to2_F1 | 3920 | 480 | 1 | 2 | ← |
- [ ] **Step 1: Read current Main.tscn**
Read `F:/Development/_gameDev/Cozypaw-Hospital/scenes/main/Main.tscn` to confirm the current content before replacing.
- [ ] **Step 2: Write the complete new Main.tscn**
```
[gd_scene load_steps=17 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"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor1/XRay.tscn" id="12_xray"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor1/Pharmacy.tscn" id="13_pharmacy"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor1/Lab.tscn" id="14_lab"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor1/PatientRoom.tscn" id="15_patientroom"]
[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="XRay" parent="Hospital/Floor1" instance=ExtResource("12_xray")]
position = Vector2(0, 0)
[node name="Pharmacy" parent="Hospital/Floor1" instance=ExtResource("13_pharmacy")]
position = Vector2(1280, 0)
[node name="Lab" parent="Hospital/Floor1" instance=ExtResource("14_lab")]
position = Vector2(2560, 0)
[node name="PatientRoom" parent="Hospital/Floor1" instance=ExtResource("15_patientroom")]
position = Vector2(3840, 0)
[node name="ElevatorDown1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")]
position = Vector2(1100, 540)
target_floor = 0
[node name="ElevatorUp1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")]
position = Vector2(1100, 180)
target_floor = 2
[node name="NavRight0to1_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(1200, 480)
target_floor = 1
target_room = 1
label_text = "→"
[node name="NavLeft1to0_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(1340, 480)
target_floor = 1
target_room = 0
label_text = "←"
[node name="NavRight1to2_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(2480, 480)
target_floor = 1
target_room = 2
label_text = "→"
[node name="NavLeft2to1_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(2600, 480)
target_floor = 1
target_room = 1
label_text = "←"
[node name="NavRight2to3_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(3760, 480)
target_floor = 1
target_room = 3
label_text = "→"
[node name="NavLeft3to2_F1" parent="Hospital/Floor1" instance=ExtResource("11_navarrow")]
position = Vector2(3920, 480)
target_floor = 1
target_room = 2
label_text = "←"
[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 3: Commit and push**
```bash
cd "F:/Development/_gameDev/Cozypaw-Hospital"
git add scenes/main/Main.tscn
git commit -m "feat(floor1): wire up all four first-floor rooms with horizontal navigation arrows"
git push origin develop
```
---
## Self-Review: Spec Coverage Check
| Sprint 8-10 requirement | Covered by |
|-------------------------|-----------|
| Röntgen mit Slide-Animation | Task 1+2: XRayMachine with 4-state plate animation |
| Apotheke (alle Medikamente positiv) | Task 3: Pharmacy with VitaminBottle, BandageRoll, SyrupBottle, MedicineBox |
| Labor | Task 4: Lab with Microscope, TestTubeRack, ReagentBottle, PetriDish |
| Patientenzimmer | Task 5: PatientRoom with 2 beds, TV, BedsideTable |
| All rooms accessible via elevator + horizontal nav | Task 6: Full Main.tscn wiring |
**Placeholder scan:** All code blocks complete. No "TBD" or "TODO". ViewerFrame/Viewer nodes referenced in script by node name — both exist in XRayMachine.tscn. ✓
**Type consistency:**
- `XRayMachine._on_plate_in()` used as signal callback: matches `tween.finished.connect(_on_plate_in)`
- `VIEWER_LIT_COLOR` / `VIEWER_DARK_COLOR` used in `_on_plate_in()` and `_start_slide_out()`
- `Plate` node accessed as `Node2D` (not `ColorRect`) — correct, Plate is a Node2D in the scene ✓
- `Viewer` node accessed as `ColorRect` — correct, Viewer is a ColorRect in the scene ✓
---
## Smoke Test Checklist (manual, on device after completion)
- [ ] Elevator from Floor 0 lands at Floor 1 XRay room
- [ ] "→" navigates Floor 1: XRay → Pharmacy → Lab → PatientRoom and back
- [ ] Tapping XRayMachine: plate slides out to the right, viewer lights up blue-white, plate slides back, viewer goes dark
- [ ] Tapping XRayMachine again during animation: nothing happens (state guard)
- [ ] All medicine objects in Pharmacy bounce when tapped (all positive, no harmful items)
- [ ] All lab objects in Lab bounce when tapped
- [ ] TV and BedsideTable in PatientRoom bounce when tapped
- [ ] Elevator Up from Floor 1 navigates to Floor 2 placeholder
- [ ] Elevator Down from Floor 1 lands at Floor 0 Reception (room 0)
- [ ] Bunny character can be dragged to Floor 1 and position is saved