docs(sprint-14): add garden party implementation plan
4 tasks: GiftBox RESETTING state, Balloon, Cake, GardenParty scene update. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# Sprint 14 — Garden Party Implementation Plan
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> **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.
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**Goal:** Complete the GardenParty scene with GiftBox auto-reset, Balloon pop/respawn, Cake cut/reset, and chair snap points for characters.
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**Architecture:** Three independent state-machine objects (`gift_box.gd` extended, `balloon.gd` new, `cake.gd` new) following the existing project pattern — each with a `State` enum, tween-driven animations, and `_on_X_complete()` callbacks testable without tweens. `GardenParty.tscn` is updated to wire balloon scripts and add the Cake and chair nodes. No new autoloads or base classes.
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**Tech Stack:** GDScript 4 (static types), GUT v9.6.0, Godot 4.6.2.
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---
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### Task 1: GiftBox RESETTING state
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**Files:**
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- Modify: `scripts/objects/gift_box.gd`
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- Modify: `test/unit/test_gift_box.gd`
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The `OPEN` state is removed. `RESETTING` replaces it: gift fades in, waits 3 s, then the lid closes and the box resets.
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- [ ] **Step 1: Update test file**
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Replace the full contents of `test/unit/test_gift_box.gd` with:
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```gdscript
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## Tests for GiftBox — CLOSED/OPENING/RESETTING state machine transitions.
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extends GutTest
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var _box: GiftBox
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func before_each() -> void:
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_box = preload("res://scenes/objects/GiftBox.tscn").instantiate() as GiftBox
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add_child_autofree(_box)
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func test_initial_state_is_closed() -> void:
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assert_eq(_box._state, GiftBox.State.CLOSED)
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func test_ready_hides_gift_node() -> void:
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var gift: Node2D = _box.get_node("Gift") as Node2D
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assert_eq(gift.modulate.a, 0.0)
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func test_start_opening_transitions_to_opening() -> void:
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_box._start_opening()
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assert_eq(_box._state, GiftBox.State.OPENING)
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func test_on_lid_opened_transitions_to_resetting() -> void:
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_box._start_opening()
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_box._on_lid_opened()
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assert_eq(_box._state, GiftBox.State.RESETTING)
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func test_input_ignored_when_state_is_opening() -> void:
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_box._state = GiftBox.State.OPENING
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var event: InputEventScreenTouch = InputEventScreenTouch.new()
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event.pressed = true
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event.position = _box.global_position
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_box._input(event)
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assert_eq(_box._state, GiftBox.State.OPENING)
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func test_input_ignored_when_state_is_resetting() -> void:
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_box._state = GiftBox.State.RESETTING
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var event: InputEventScreenTouch = InputEventScreenTouch.new()
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event.pressed = true
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event.position = _box.global_position
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_box._input(event)
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assert_eq(_box._state, GiftBox.State.RESETTING)
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func test_tap_outside_hitbox_does_not_open() -> void:
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var event: InputEventScreenTouch = InputEventScreenTouch.new()
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event.pressed = true
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event.position = _box.global_position + Vector2(200.0, 200.0)
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_box._input(event)
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assert_eq(_box._state, GiftBox.State.CLOSED)
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func test_release_event_does_not_open() -> void:
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var event: InputEventScreenTouch = InputEventScreenTouch.new()
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event.pressed = false
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event.position = _box.global_position
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_box._input(event)
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assert_eq(_box._state, GiftBox.State.CLOSED)
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func test_on_reset_complete_transitions_to_closed() -> void:
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_box._state = GiftBox.State.RESETTING
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_box._on_reset_complete()
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assert_eq(_box._state, GiftBox.State.CLOSED)
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```
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- [ ] **Step 2: Run → verify failures**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
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```
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Expected: `test_on_lid_opened_transitions_to_resetting` FAIL (State.RESETTING not in enum), `test_input_ignored_when_state_is_resetting` FAIL, `test_on_reset_complete_transitions_to_closed` FAIL.
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- [ ] **Step 3: Replace `scripts/objects/gift_box.gd`**
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```gdscript
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## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
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## Auto-resets after RESET_DELAY seconds.
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class_name GiftBox extends Node2D
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enum State { CLOSED, OPENING, RESETTING }
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const LID_OPEN_Y: float = -120.0
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const CLOSED_LID_Y: float = -60.0
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const OPEN_DURATION: float = 0.5
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const GIFT_FADE_DURATION: float = 0.4
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const RESET_DELAY: float = 3.0
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const BUTTON_HALF_WIDTH: float = 40.0
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const BUTTON_HALF_HEIGHT: float = 50.0
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var _state: State = State.CLOSED
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func _ready() -> void:
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var gift: Node2D = get_node_or_null("Gift") as Node2D
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if gift != null:
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gift.modulate.a = 0.0
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func _input(event: InputEvent) -> void:
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if _state != State.CLOSED:
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return
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if not event is InputEventScreenTouch:
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return
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var touch: InputEventScreenTouch = event as InputEventScreenTouch
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if not touch.pressed:
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return
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var local: Vector2 = to_local(touch.position)
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if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
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return
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_start_opening()
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func _start_opening() -> void:
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AudioManager.play_sfx("gift_open")
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_state = State.OPENING
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var lid: Node2D = get_node_or_null("Lid") as Node2D
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if lid == null:
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_on_lid_opened()
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return
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_BACK)
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tween.tween_property(lid, "position:y", LID_OPEN_Y, OPEN_DURATION)
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tween.parallel().tween_property(lid, "modulate:a", 0.0, OPEN_DURATION)
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tween.finished.connect(_on_lid_opened)
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func _on_lid_opened() -> void:
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_state = State.RESETTING
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var gift: Node2D = get_node_or_null("Gift") as Node2D
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var tween: Tween = create_tween()
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if gift != null:
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tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
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tween.tween_interval(RESET_DELAY)
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tween.tween_callback(_start_close_lid)
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func _start_close_lid() -> void:
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var lid: Node2D = get_node_or_null("Lid") as Node2D
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var gift: Node2D = get_node_or_null("Gift") as Node2D
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var tween: Tween = create_tween().set_parallel(true)
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if lid != null:
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tween.tween_property(lid, "position:y", CLOSED_LID_Y, OPEN_DURATION)
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tween.tween_property(lid, "modulate:a", 1.0, OPEN_DURATION)
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if gift != null:
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tween.tween_property(gift, "modulate:a", 0.0, OPEN_DURATION)
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tween.finished.connect(_on_reset_complete)
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func _on_reset_complete() -> void:
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_state = State.CLOSED
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```
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- [ ] **Step 4: Run → verify all pass**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
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```
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Expected: all tests pass, no regressions.
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- [ ] **Step 5: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/gift_box.gd test/unit/test_gift_box.gd
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add GiftBox RESETTING auto-reset state"
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```
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---
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### Task 2: Balloon pop/respawn
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**Files:**
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- Create: `scripts/objects/balloon.gd`
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- Create: `test/unit/test_balloon.gd`
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`balloon.gd` is a `Node2D` script (not attached to a scene file — attached directly to nodes in `GardenParty.tscn` in Task 4). Tests use `Balloon.new()`.
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- [ ] **Step 1: Write failing test**
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Create `test/unit/test_balloon.gd`:
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```gdscript
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## Tests for Balloon — state machine transitions.
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extends GutTest
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var _balloon: Balloon
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func before_each() -> void:
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_balloon = Balloon.new()
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add_child_autofree(_balloon)
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func test_initial_state_is_idle() -> void:
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assert_eq(_balloon._state, Balloon.State.IDLE)
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func test_start_pop_transitions_to_popping() -> void:
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_balloon._start_pop()
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assert_eq(_balloon._state, Balloon.State.POPPING)
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func test_on_pop_complete_transitions_to_popped() -> void:
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_balloon._on_pop_complete()
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assert_eq(_balloon._state, Balloon.State.POPPED)
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func test_on_respawn_complete_transitions_to_idle() -> void:
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_balloon._state = Balloon.State.RESPAWNING
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_balloon._on_respawn_complete()
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assert_eq(_balloon._state, Balloon.State.IDLE)
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```
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- [ ] **Step 2: Run → verify FAIL**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
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```
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Expected: all 4 balloon tests FAIL — `Balloon` class not found.
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- [ ] **Step 3: Create `scripts/objects/balloon.gd`**
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```gdscript
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## Balloon — tap to pop, auto-respawns after a delay.
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class_name Balloon extends Node2D
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enum State { IDLE, POPPING, POPPED, RESPAWNING }
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const POP_DURATION: float = 0.15
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const RESPAWN_DURATION: float = 0.30
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const RESPAWN_DELAY: float = 5.0
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const BUTTON_HALF_SIZE: float = 20.0
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var _state: State = State.IDLE
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func _input(event: InputEvent) -> void:
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if _state != State.IDLE:
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return
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if not event is InputEventScreenTouch:
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return
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var touch: InputEventScreenTouch = event as InputEventScreenTouch
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if not touch.pressed:
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return
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var local: Vector2 = to_local(touch.position)
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if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
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return
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_start_pop()
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func _start_pop() -> void:
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AudioManager.play_sfx("object_tap")
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_state = State.POPPING
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN)
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tween.set_trans(Tween.TRANS_BACK)
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tween.tween_property(self, "scale", Vector2.ZERO, POP_DURATION)
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tween.tween_callback(_on_pop_complete)
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func _on_pop_complete() -> void:
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_state = State.POPPED
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var tween: Tween = create_tween()
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tween.tween_interval(RESPAWN_DELAY)
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tween.tween_callback(_start_respawn)
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func _start_respawn() -> void:
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_state = State.RESPAWNING
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_BACK)
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tween.tween_property(self, "scale", Vector2.ONE, RESPAWN_DURATION)
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tween.tween_callback(_on_respawn_complete)
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func _on_respawn_complete() -> void:
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_state = State.IDLE
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```
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- [ ] **Step 4: Run → verify all pass**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
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```
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Expected: all tests pass including 4 new balloon tests.
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- [ ] **Step 5: Commit**
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```bash
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/balloon.gd test/unit/test_balloon.gd
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git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add Balloon pop/respawn state machine"
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```
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---
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### Task 3: Cake cut/reset
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**Files:**
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- Create: `scripts/objects/cake.gd`
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- Create: `test/unit/test_cake.gd`
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`cake.gd` is attached directly to a `Node2D` in `GardenParty.tscn` (Task 4). It looks for a `"Slice"` child node.
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- [ ] **Step 1: Write failing test**
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Create `test/unit/test_cake.gd`:
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```gdscript
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## Tests for Cake — state machine transitions.
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extends GutTest
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var _cake: Cake
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func before_each() -> void:
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_cake = Cake.new()
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add_child_autofree(_cake)
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func test_initial_state_is_whole() -> void:
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assert_eq(_cake._state, Cake.State.WHOLE)
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func test_start_cutting_transitions_to_cutting() -> void:
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_cake._start_cutting()
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assert_eq(_cake._state, Cake.State.CUTTING)
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func test_on_cut_complete_transitions_to_cut() -> void:
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_cake._on_cut_complete()
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assert_eq(_cake._state, Cake.State.CUT)
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func test_on_reset_complete_transitions_to_whole() -> void:
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_cake._state = Cake.State.RESETTING
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_cake._on_reset_complete()
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assert_eq(_cake._state, Cake.State.WHOLE)
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```
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- [ ] **Step 2: Run → verify FAIL**
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```bash
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"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
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```
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Expected: all 4 cake tests FAIL — `Cake` class not found.
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- [ ] **Step 3: Create `scripts/objects/cake.gd`**
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```gdscript
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## Cake — tap to cut a slice, slice auto-respawns after a delay.
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class_name Cake extends Node2D
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enum State { WHOLE, CUTTING, CUT, RESETTING }
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const CUT_DURATION: float = 0.3
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const RESET_DURATION: float = 0.3
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const RESET_DELAY: float = 3.0
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const BUTTON_HALF_WIDTH: float = 40.0
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const BUTTON_HALF_HEIGHT: float = 20.0
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var _state: State = State.WHOLE
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func _input(event: InputEvent) -> void:
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if _state != State.WHOLE:
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return
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if not event is InputEventScreenTouch:
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return
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var touch: InputEventScreenTouch = event as InputEventScreenTouch
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if not touch.pressed:
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return
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var local: Vector2 = to_local(touch.position)
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if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
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return
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_start_cutting()
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func _start_cutting() -> void:
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AudioManager.play_sfx("object_tap")
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_state = State.CUTTING
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var slice: Node2D = get_node_or_null("Slice") as Node2D
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var tween: Tween = create_tween()
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if slice != null:
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tween.tween_property(slice, "modulate:a", 0.0, CUT_DURATION)
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tween.tween_callback(_on_cut_complete)
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func _on_cut_complete() -> void:
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_state = State.CUT
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var tween: Tween = create_tween()
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tween.tween_interval(RESET_DELAY)
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tween.tween_callback(_start_reset)
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func _start_reset() -> void:
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_state = State.RESETTING
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var slice: Node2D = get_node_or_null("Slice") as Node2D
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var tween: Tween = create_tween()
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if slice != null:
|
||||
tween.tween_property(slice, "modulate:a", 1.0, RESET_DURATION)
|
||||
tween.tween_callback(_on_reset_complete)
|
||||
|
||||
|
||||
func _on_reset_complete() -> void:
|
||||
_state = State.WHOLE
|
||||
```
|
||||
|
||||
- [ ] **Step 4: Run → verify all pass**
|
||||
|
||||
```bash
|
||||
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
|
||||
```
|
||||
|
||||
Expected: all tests pass including 4 new cake tests.
|
||||
|
||||
- [ ] **Step 5: Commit**
|
||||
|
||||
```bash
|
||||
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/cake.gd test/unit/test_cake.gd
|
||||
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add Cake cut/reset state machine"
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Task 4: GardenParty.tscn scene update
|
||||
|
||||
**Files:**
|
||||
- Modify: `scenes/rooms/home/GardenParty.tscn`
|
||||
|
||||
Changes: add `balloon.gd` + `cake.gd` ext_resources, convert Balloon nodes from `ColorRect` to `Node2D` + Body child (required because `balloon.gd extends Node2D`, not `ColorRect`), replace `GiftBox3` with `Cake` node, add `ChairLeft`/`ChairRight` ColorRects as visual seat indicators.
|
||||
|
||||
No tests for scene structure — verify visually on device.
|
||||
|
||||
- [ ] **Step 1: Replace `scenes/rooms/home/GardenParty.tscn`**
|
||||
|
||||
```
|
||||
[gd_scene load_steps=8 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"]
|
||||
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
|
||||
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="5_chest"]
|
||||
[ext_resource type="Script" path="res://scripts/objects/balloon.gd" id="6_balloon"]
|
||||
[ext_resource type="Script" path="res://scripts/objects/cake.gd" id="7_cake"]
|
||||
|
||||
[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="Cake" type="Node2D" parent="."]
|
||||
position = Vector2(820, 464)
|
||||
script = ExtResource("7_cake")
|
||||
|
||||
[node name="Base" type="ColorRect" parent="Cake"]
|
||||
offset_left = -40.0
|
||||
offset_top = -20.0
|
||||
offset_right = 40.0
|
||||
offset_bottom = 20.0
|
||||
color = Color(0.72, 0.52, 0.32, 1)
|
||||
|
||||
[node name="Slice" type="ColorRect" parent="Cake"]
|
||||
offset_left = 5.0
|
||||
offset_top = -22.0
|
||||
offset_right = 33.0
|
||||
offset_bottom = 18.0
|
||||
color = Color(0.88, 0.74, 0.58, 1)
|
||||
rotation = 0.15
|
||||
|
||||
[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="Node2D" parent="."]
|
||||
position = Vector2(200, 150)
|
||||
script = ExtResource("6_balloon")
|
||||
|
||||
[node name="Body" type="ColorRect" parent="Balloon1"]
|
||||
offset_left = -20.0
|
||||
offset_top = -30.0
|
||||
offset_right = 20.0
|
||||
offset_bottom = 30.0
|
||||
color = Color(0.96, 0.44, 0.44, 1)
|
||||
|
||||
[node name="Balloon2" type="Node2D" parent="."]
|
||||
position = Vector2(1040, 130)
|
||||
script = ExtResource("6_balloon")
|
||||
|
||||
[node name="Body" type="ColorRect" parent="Balloon2"]
|
||||
offset_left = -20.0
|
||||
offset_top = -30.0
|
||||
offset_right = 20.0
|
||||
offset_bottom = 30.0
|
||||
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
|
||||
|
||||
[node name="ChairLeft" type="ColorRect" parent="."]
|
||||
offset_left = 500.0
|
||||
offset_top = 476.0
|
||||
offset_right = 560.0
|
||||
offset_bottom = 496.0
|
||||
color = Color(0.60, 0.42, 0.26, 1)
|
||||
|
||||
[node name="SnapTableLeft" type="Node2D" parent="."]
|
||||
position = Vector2(530, 455)
|
||||
script = ExtResource("4_snap")
|
||||
|
||||
[node name="ChairRight" type="ColorRect" parent="."]
|
||||
offset_left = 720.0
|
||||
offset_top = 476.0
|
||||
offset_right = 780.0
|
||||
offset_bottom = 496.0
|
||||
color = Color(0.60, 0.42, 0.26, 1)
|
||||
|
||||
[node name="SnapTableRight" type="Node2D" parent="."]
|
||||
position = Vector2(750, 455)
|
||||
script = ExtResource("4_snap")
|
||||
|
||||
[node name="GardenTable" type="Node2D" parent="."]
|
||||
position = Vector2(200.0, 400.0)
|
||||
script = ExtResource("5_chest")
|
||||
chest_id = "garden_table"
|
||||
|
||||
[node name="GardenStorage" type="Node2D" parent="."]
|
||||
position = Vector2(900.0, 400.0)
|
||||
script = ExtResource("5_chest")
|
||||
chest_id = "garden_storage"
|
||||
```
|
||||
|
||||
- [ ] **Step 2: Run full test suite → verify no regressions**
|
||||
|
||||
```bash
|
||||
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party"
|
||||
```
|
||||
|
||||
Expected: all tests pass.
|
||||
|
||||
- [ ] **Step 3: Commit**
|
||||
|
||||
```bash
|
||||
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scenes/rooms/home/GardenParty.tscn
|
||||
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): update GardenParty scene with cake, balloons, and chair snap points"
|
||||
```
|
||||
Reference in New Issue
Block a user