Compare commits
71 Commits
33a1c0aaf9
...
develop
| Author | SHA1 | Date | |
|---|---|---|---|
| 6e9432fa82 | |||
| fb4434a537 | |||
| cda31fcac9 | |||
| c697b996d8 | |||
| ec473dc4e3 | |||
| 2cb265c922 | |||
| 666648c154 | |||
| 6a5a18ca42 | |||
| 14a50364f3 | |||
| adefc59bea | |||
| 8f0569766c | |||
| 52ebb78862 | |||
| ad9a406775 | |||
| faed0951d3 | |||
| 162ebd158f | |||
| fefa947783 | |||
| b7757a5548 | |||
| 80274b0294 | |||
| 18c982f770 | |||
| aefd8349f6 | |||
| 24fad7baf7 | |||
| 1ef6a4ee9e | |||
| 9e1058ab6c | |||
| 21628c21fd | |||
| c68fb668d8 | |||
| 8f5d7ed592 | |||
| 48c7e96b38 | |||
| 3189703d24 | |||
| c2edaf2761 | |||
| 43a7e6bde4 | |||
| 1d65bf21dc | |||
| 2e0cd18b6e | |||
| a220b641ca | |||
| bad2fbe65f | |||
| 4c60655e83 | |||
| 2c0c8b3c42 | |||
| 5107790746 | |||
| df6df900c6 | |||
| cd3ce7bf6e | |||
| 9aded82dbb | |||
| a877d8f5fe | |||
| 87db92955a | |||
| 96ec053331 | |||
| 4f1766834a | |||
| b9c73b80ea | |||
| 4e4743f14f | |||
| b97b110876 | |||
| 9786cf5895 | |||
| 8aa9673154 | |||
| 2e0b961520 | |||
| fc801bdbd7 | |||
| c1df40361a | |||
| 07c3b996d7 | |||
| 09033b9401 | |||
| ca1d20781e | |||
| 628f97fff5 | |||
| 835651a9cc | |||
| 0d3788246a | |||
| 8cae50bc11 | |||
| 7848b7a979 | |||
| cb4e4951fe | |||
| 48b9e8f8f3 | |||
| ce697edd2b | |||
| 2f5e9d99a6 | |||
| 60fba44316 | |||
| 1a9d916293 | |||
| 9be67c8dfe | |||
| 15ac8666f8 | |||
| 2c576ad419 | |||
| 80cecf732d | |||
| cc5f205a7e |
@@ -0,0 +1,5 @@
|
|||||||
|
{
|
||||||
|
"env": {
|
||||||
|
"CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS": "1"
|
||||||
|
}
|
||||||
|
}
|
||||||
Vendored
+46
@@ -0,0 +1,46 @@
|
|||||||
|
pipeline {
|
||||||
|
agent any
|
||||||
|
|
||||||
|
environment {
|
||||||
|
GODOT_VERSION = '4.6.2-stable'
|
||||||
|
GODOT_BIN = '/tmp/godot_ci/Godot_v4.6.2-stable_linux.x86_64'
|
||||||
|
}
|
||||||
|
|
||||||
|
stages {
|
||||||
|
stage('Godot Setup') {
|
||||||
|
steps {
|
||||||
|
sh '''
|
||||||
|
if [ ! -x "$GODOT_BIN" ]; then
|
||||||
|
mkdir -p /tmp/godot_ci
|
||||||
|
curl -fsSL -o /tmp/godot_ci/godot.zip \
|
||||||
|
"https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip"
|
||||||
|
unzip -o /tmp/godot_ci/godot.zip -d /tmp/godot_ci/
|
||||||
|
chmod +x "$GODOT_BIN"
|
||||||
|
fi
|
||||||
|
'''
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
stage('Import Assets') {
|
||||||
|
steps {
|
||||||
|
// Godot must import assets before tests can run
|
||||||
|
sh '$GODOT_BIN --headless --import || true'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
stage('Unit Tests') {
|
||||||
|
steps {
|
||||||
|
sh '$GODOT_BIN --headless -s res://addons/gut/gut_cmdln.gd -gdir=res://test/ -gexit'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
post {
|
||||||
|
success {
|
||||||
|
echo '✅ All tests passed'
|
||||||
|
}
|
||||||
|
failure {
|
||||||
|
echo '❌ Tests failed'
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://dgcrrb572igsv"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/music/floor_0.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://5e2h06ahgper"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/music/floor_1.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://ddia1ses0471i"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/music/floor_2.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://hswbjuc6exdq"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/music/floor_3.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://clhj71pir50qn"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/chest_tap.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://c8ejoka50o3yr"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_drag_start.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://cv8mj3nk04dov"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_drop_floor.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://c3hooek70n7dq"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_drop_hand.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://db5cgjn6svke4"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_drop_outfit.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://c7t2tdceav7ms"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_return_chest.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
@@ -0,0 +1,18 @@
|
|||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="oggvorbisstr"
|
||||||
|
type="AudioStreamOggVorbis"
|
||||||
|
uid="uid://bu26y0klq2pn5"
|
||||||
|
valid=false
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://assets/audio/sfx/item_spawn.ogg"
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
loop=false
|
||||||
|
loop_offset=0
|
||||||
|
bpm=0
|
||||||
|
beat_count=0
|
||||||
|
bar_beats=4
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,88 @@
|
|||||||
|
# Audio Assets — Sprint 19
|
||||||
|
|
||||||
|
Download these files manually from freesound.org and replace the empty placeholders under `assets/audio/`.
|
||||||
|
|
||||||
|
All picks are CC0 (Public Domain) unless noted as CC-BY. CC-BY files require attribution in the game's credits / README.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Music tracks
|
||||||
|
|
||||||
|
| Target file | Freesound ID | Title | Author | License | Duration | URL |
|
||||||
|
|---|---|---|---|---|---|---|
|
||||||
|
| `assets/audio/music/floor_0.ogg` | 725019 | Kids Background - Happy Children (loop ver.2) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/725019/ |
|
||||||
|
| `assets/audio/music/floor_0.ogg` *(alt)* | 720612 | Kids - Children Background (loop) | AudioCoffee | CC0 | ~60s loop | https://freesound.org/people/AudioCoffee/sounds/720612/ |
|
||||||
|
| `assets/audio/music/floor_1.ogg` | 387588 | Piano Ambiance 4 (120bpm) — Ambient Piano Loop 37 | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ |
|
||||||
|
| `assets/audio/music/floor_1.ogg` *(alt)* | 384934 | Soft Piano Loop #1 | ispeakwaves | CC-BY 3.0 | loop | https://freesound.org/people/ispeakwaves/sounds/384934/ |
|
||||||
|
| `assets/audio/music/floor_2.ogg` | 684511 | Simple Game Music Loop | Seth_Makes_Sounds | CC0 | loop | https://freesound.org/people/Seth_Makes_Sounds/sounds/684511/ |
|
||||||
|
| `assets/audio/music/floor_2.ogg` *(alt)* | 387588 | Piano Ambiance 4 — use if floor_1 already taken | Erokia | CC0 | loop | https://freesound.org/people/Erokia/sounds/387588/ |
|
||||||
|
| `assets/audio/music/floor_3.ogg` | 723913 | Forest birds - ambient seamless loop | Magnesus | CC0 | seamless loop | https://freesound.org/people/Magnesus/sounds/723913/ |
|
||||||
|
| `assets/audio/music/floor_3.ogg` *(alt)* | 798842 | Morning Birds in a Quiet Urban Garden | WhisperingEarth | check page | field recording | https://freesound.org/people/WhisperingEarth/sounds/798842/ |
|
||||||
|
|
||||||
|
> **floor_2.ogg note:** The nursery/lullaby track is the hardest to find as a pure CC0 loop. `Seth_Makes_Sounds/684511` is a gentle, simple game loop that works for a calm nursery atmosphere. If you want a proper lullaby feel, `ispeakwaves/384934` (Soft Piano Loop, CC-BY 3.0) is a better fit — just add attribution.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## SFX
|
||||||
|
|
||||||
|
| Target file | Freesound ID | Title | Author | License | Duration | URL |
|
||||||
|
|---|---|---|---|---|---|---|
|
||||||
|
| `assets/audio/sfx/chest_tap.ogg` | 679772 | Knocking on Wood | ominouswhoosh | CC0 | ~0.3s | https://freesound.org/people/ominouswhoosh/sounds/679772/ |
|
||||||
|
| `assets/audio/sfx/chest_tap.ogg` *(alt)* | 617056 | Tapping Wood 1 | F.M.Audio | CC0 | short | https://freesound.org/s/617056/ |
|
||||||
|
| `assets/audio/sfx/item_spawn.ogg` | 683096 | Woosh | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ |
|
||||||
|
| `assets/audio/sfx/item_spawn.ogg` *(alt)* | 460473 | VS_Short Whoosh 8 | Vilkas_Sound | CC0 | short | https://freesound.org/people/Vilkas_Sound/sounds/460473/ |
|
||||||
|
| `assets/audio/sfx/item_drag_start.ogg` | 411177 | Pick up Item 1 | SilverIllusionist | CC0 | short | https://freesound.org/people/SilverIllusionist/sounds/411177/ |
|
||||||
|
| `assets/audio/sfx/item_drag_start.ogg` *(alt)* | 133280 | game pick up object | Leszek_Szary | CC0 | short | https://freesound.org/people/Leszek_Szary/sounds/133280/ |
|
||||||
|
| `assets/audio/sfx/item_drop_hand.ogg` | 448086 | Normal click | Breviceps | CC0 | <0.2s | https://freesound.org/people/Breviceps/sounds/448086/ |
|
||||||
|
| `assets/audio/sfx/item_drop_hand.ogg` *(alt)* | 580780 | Flashlight clicking sound | StrikeWhistler | CC0 | <0.2s | https://freesound.org/people/StrikeWhistler/sounds/580780/ |
|
||||||
|
| `assets/audio/sfx/item_drop_outfit.ogg` | 161415 | cape-swoosh | CosmicEmbers | CC-BY 3.0 | short | https://freesound.org/people/CosmicEmbers/sounds/161415/ |
|
||||||
|
| `assets/audio/sfx/item_drop_outfit.ogg` *(alt)* | 683096 | Woosh (florianreichelt) — softer pick | florianreichelt | CC0 | short | https://freesound.org/people/florianreichelt/sounds/683096/ |
|
||||||
|
| `assets/audio/sfx/item_return_chest.ogg` | 740266 | soft button click 1 | FOSSarts | CC0 | <0.2s | https://freesound.org/people/FOSSarts/sounds/740266/ |
|
||||||
|
| `assets/audio/sfx/item_return_chest.ogg` *(alt)* | 677860 | UI Button Click Snap | el_boss | CC0 | <0.2s | https://freesound.org/people/el_boss/sounds/677860/ |
|
||||||
|
| `assets/audio/sfx/item_drop_floor.ogg` | 449955 | Wooden Thud (Mono) | Breviceps | CC0 | <0.3s | https://freesound.org/people/Breviceps/sounds/449955/ |
|
||||||
|
| `assets/audio/sfx/item_drop_floor.ogg` *(alt)* | 342530 | Light Thud 4 | sgrowe | CC0 | <0.3s | https://freesound.org/people/sgrowe/sounds/342530/ |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Download instructions
|
||||||
|
|
||||||
|
1. Open each URL in a browser while logged in to freesound.org (free account required for download).
|
||||||
|
2. Click "Download" and choose OGG format where available (or download as WAV and convert with Audacity/ffmpeg).
|
||||||
|
3. Rename the file to match the "Target file" column and drop it into the repo, replacing the empty placeholder.
|
||||||
|
4. For CC-BY files, add an entry to `docs/credits-audio.md` (create if it does not exist yet) with: `Author — Title — CC-BY 3.0 — URL`.
|
||||||
|
|
||||||
|
## ffmpeg conversion (WAV to OGG)
|
||||||
|
|
||||||
|
```
|
||||||
|
ffmpeg -i input.wav -c:a libvorbis -q:a 4 output.ogg
|
||||||
|
```
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- All CC0 picks require no attribution, but you may credit anyway.
|
||||||
|
- Prefer the primary pick; use the alt only if the primary is unavailable or unsuitable on preview.
|
||||||
|
- Keep music loops between 30–60 s to minimize file size on mobile.
|
||||||
|
- SFX should be trimmed with a short (~5 ms) fade-out to avoid clicks.
|
||||||
|
|
||||||
|
## Sprint 21 — Interactive Object SFX
|
||||||
|
|
||||||
|
| Target file | Freesound ID | Title | Author | License | URL |
|
||||||
|
|---|---|---|---|---|---|
|
||||||
|
| `assets/audio/sfx/xray_scan.ogg` | 614030 | Machine beep.wav | INHIVE.NEWERA | CC0 | https://freesound.org/s/614030/ |
|
||||||
|
| `assets/audio/sfx/tea_pour.ogg` | 116396 | liquid-pour.mp3 | shakala1 | CC0 | https://freesound.org/s/116396/ |
|
||||||
|
| `assets/audio/sfx/cradle_rock.ogg` | 216877 | Slow gentle close of squeaky wooden door.wav | CastIronCarousel | CC0 | https://freesound.org/s/216877/ |
|
||||||
|
| `assets/audio/sfx/gift_open.ogg` | 676625 | Rip 8 - Long | NearTheAtmoshphere | CC0 | https://freesound.org/s/676625/ |
|
||||||
|
| `assets/audio/sfx/ambulance_siren.ogg` | 536773 | Siren.ogg | egomassive | CC0 | https://freesound.org/s/536773/ |
|
||||||
|
| `assets/audio/sfx/delivery_cheer.ogg` | 717771 | victory chime | 1bob | CC0 | https://freesound.org/s/717771/ |
|
||||||
|
| `assets/audio/sfx/object_tap.ogg` | 817506 | Soft Interface 01 Tap | tonymadethatt | CC0 | https://freesound.org/s/817506/ |
|
||||||
|
|
||||||
|
## Sprint 22 — Character & Ambient SFX
|
||||||
|
|
||||||
|
| Target file | Freesound ID | Title | Author | License | URL |
|
||||||
|
|---|---|---|---|---|---|
|
||||||
|
| `assets/audio/sfx/ultrasound_heartbeat.ogg` | 463202 | one_beep.wav | Kenneth_Cooney | CC0 | https://freesound.org/s/463202/ |
|
||||||
|
| `assets/audio/sfx/character_pickup.ogg` | 789840 | Whoosh Short | FartCTO | CC0 | https://freesound.org/s/789840/ |
|
||||||
|
| `assets/audio/sfx/character_place.ogg` | 653910 | soft-hit.wav | Krokulator | CC0 | https://freesound.org/s/653910/ |
|
||||||
|
| `assets/audio/sfx/character_tap.ogg` | 776443 | pop out, bubble, soft bursting | chaferwitt | CC0 | https://freesound.org/s/776443/ |
|
||||||
|
|
||||||
|
> `ultrasound_heartbeat.ogg` (one_beep.wav, 1.85s) is a single heartbeat pulse — loops cleanly at 1-2s intervals.
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
# Audio Credits
|
||||||
|
|
||||||
|
CC-BY files require attribution.
|
||||||
|
|
||||||
|
| File | Title | Author | License | URL |
|
||||||
|
|---|---|---|---|---|
|
||||||
|
| `assets/audio/sfx/item_drop_outfit.ogg` | cape-swoosh | CosmicEmbers | CC-BY 3.0 | https://freesound.org/s/161415/ |
|
||||||
+77
-36
@@ -65,7 +65,6 @@ Hospital (Node2D)
|
|||||||
|
|
||||||
- **Entwicklungs-Rechner:** Dein Arbeitsplatz reicht
|
- **Entwicklungs-Rechner:** Dein Arbeitsplatz reicht
|
||||||
- **Android-Export:** Android Studio SDK + JDK (einmalig einrichten)
|
- **Android-Export:** Android Studio SDK + JDK (einmalig einrichten)
|
||||||
- **iOS-Export:** Mac + Xcode + Apple Developer Account (€99/Jahr) — **oder:** Android zuerst, iOS später nachziehen
|
|
||||||
- **Version Control:** Git (Godot-Projekte sind git-freundlich, `.import/` und `.godot/` in `.gitignore`)
|
- **Version Control:** Git (Godot-Projekte sind git-freundlich, `.import/` und `.godot/` in `.gitignore`)
|
||||||
|
|
||||||
### Empfohlene VS Code Setup (alternativ zum Godot-Editor)
|
### Empfohlene VS Code Setup (alternativ zum Godot-Editor)
|
||||||
@@ -234,25 +233,24 @@ Hier scheitern die meisten Hobby-Gamedev-Projekte. Drei realistische Wege:
|
|||||||
|
|
||||||
Realistisch für einen Vollzeit-Entwickler mit Familie und Side-Projekten. Kürzer geht, wenn du die Abende länger nutzt.
|
Realistisch für einen Vollzeit-Entwickler mit Familie und Side-Projekten. Kürzer geht, wenn du die Abende länger nutzt.
|
||||||
|
|
||||||
### Sprint 0: Setup (Woche 1)
|
### Sprint 0: Setup (Woche 1) ✅
|
||||||
- [ ] Godot 4 installieren, Android-Export einrichten
|
- [x] Godot 4 installieren, Android-Export einrichten
|
||||||
- [ ] Git-Repo anlegen
|
- [x] Git-Repo anlegen
|
||||||
- [ ] GDScript-Grundlagen durchgehen (Godot-Docs, 3-5h)
|
- [x] GDScript-Grundlagen durchgehen (Godot-Docs, 3-5h)
|
||||||
- [ ] Apple Developer Account falls iOS geplant
|
- [x] Projektname + Logo-Idee → "Cozypaw Hospital"
|
||||||
- [ ] Projektname + Logo-Idee
|
|
||||||
|
|
||||||
### Sprint 1-2: Proof of Concept (Woche 2-3)
|
### Sprint 1-2: Proof of Concept (Woche 2-3) ✅
|
||||||
- [ ] Ein Raum (z.B. Empfang) mit Hintergrund
|
- [x] Ein Raum (z.B. Empfang) mit Hintergrund
|
||||||
- [ ] Eine Figur (Platzhalter-Häschen) per Drag bewegen
|
- [x] Eine Figur (Platzhalter-Häschen) per Drag bewegen
|
||||||
- [ ] Ein interaktives Objekt (z.B. Blume pflücken)
|
- [x] Ein interaktives Objekt (z.B. Blume pflücken)
|
||||||
- [ ] Auf echtem Tablet testen
|
- [x] Auf echtem Tablet testen
|
||||||
- **Gate:** Funktioniert der Kern-Loop? Finden die Kinder es gut?
|
- **Gate:** ✅ Kern-Loop funktioniert
|
||||||
|
|
||||||
### Sprint 3-4: Core Systems (Woche 4-5)
|
### Sprint 3-4: Core Systems (Woche 4-5) ✅
|
||||||
- [ ] Raum-Navigationssystem (Etagen-Wechsel per Aufzug)
|
- [x] Raum-Navigationssystem (Etagen-Wechsel per Aufzug)
|
||||||
- [ ] Save/Load-System
|
- [x] Save/Load-System
|
||||||
- [ ] Settings-Menü (Lautstärke, Reset)
|
- [x] Settings-Menü (Lautstärke, Reset)
|
||||||
- [ ] Character-State-System (gesund, krank, schläft)
|
- [x] Character-State-System (gesund, krank, schläft)
|
||||||
|
|
||||||
### Sprint 5-7: Erdgeschoss (Woche 6-8) ✅
|
### Sprint 5-7: Erdgeschoss (Woche 6-8) ✅
|
||||||
- [x] Empfang komplett
|
- [x] Empfang komplett
|
||||||
@@ -271,22 +269,71 @@ Realistisch für einen Vollzeit-Entwickler mit Familie und Side-Projekten. Kürz
|
|||||||
- [x] Kreißsaal (kindgerecht: Mama kommt rein, Baby ist da)
|
- [x] Kreißsaal (kindgerecht: Mama kommt rein, Baby ist da)
|
||||||
- [x] Säuglingsstation mit Wiegen
|
- [x] Säuglingsstation mit Wiegen
|
||||||
|
|
||||||
### Sprint 14: Zuhause & Garten (Woche 15)
|
---
|
||||||
- [ ] Garten-Szene
|
|
||||||
- [ ] Party-Mechanik (Geschenke auspacken, Tee)
|
|
||||||
|
|
||||||
### Sprint 15: Polish & Sound (Woche 16)
|
> **Scope-Erweiterung:** Die folgenden Sprints gingen über den ursprünglichen 16-Wochen-Plan hinaus und bauten das Spielsystem signifikant aus.
|
||||||
- [ ] Alle Sounds einbauen
|
|
||||||
- [ ] Hintergrundmusik mit Cross-Fade
|
|
||||||
- [ ] Animations-Feinschliff
|
|
||||||
- [ ] Tutorial / erster Start
|
|
||||||
|
|
||||||
### Sprint 16: Release-Vorbereitung (Woche 17+)
|
### Sprint 15 (git): Character v2 ✅
|
||||||
|
- [x] SnapPoint-System (Figuren rasten an Möbeln/Objekten ein)
|
||||||
|
- [x] SnapReceiver-Komponente
|
||||||
|
- [x] AnimState-System (idle, picked_up, placed)
|
||||||
|
- [x] OutfitLayers (visuelle Outfit-Schichten pro Figur)
|
||||||
|
- [x] HandSlots (Figur kann Objekte halten)
|
||||||
|
|
||||||
|
### Sprint 16 (git): Snap-Points in allen Räumen ✅
|
||||||
|
- [x] 25 SnapPoints quer über alle 12 Räume
|
||||||
|
- [x] 115 Unit-Tests
|
||||||
|
|
||||||
|
### Sprint 17 (git): Hand-Slots & Outfit-Items ✅
|
||||||
|
- [x] HoldableItem mit Hand-Slot-Erkennung
|
||||||
|
- [x] OutfitItem mit Tap-to-Undress
|
||||||
|
- [x] GameState v2 — Outfit und gehaltene Items werden gespeichert
|
||||||
|
|
||||||
|
### Sprint 18 (git): Room Chests & Item-Spawning ✅
|
||||||
|
- [x] RoomChest mit Spawn- und Rücknahme-Logik
|
||||||
|
- [x] ChestItemData Resource
|
||||||
|
- [x] RoomChestConfig (alle Räume konfiguriert)
|
||||||
|
- [x] Chest-Nodes in allen 12 Räumen
|
||||||
|
|
||||||
|
### Sprint 19 (git): AudioManager & Cross-Fade ✅
|
||||||
|
- [x] AudioManager Autoload mit `_SFX_MAP`
|
||||||
|
- [x] Etagen-Musik mit Cross-Fade zwischen Räumen
|
||||||
|
- [x] Basis-SFX: item_drag, item_drop, item_spawn, chest_tap
|
||||||
|
|
||||||
|
### Sprint 20 (git): Navigation-Integration ✅
|
||||||
|
- [x] RoomNavigator → GameState.set_current_room
|
||||||
|
- [x] AudioManager wird beim Raumwechsel getriggert
|
||||||
|
- [x] Kamera wird beim Laden auf gespeicherten Raum restored
|
||||||
|
|
||||||
|
### Sprint 21 (git): Interaktive Objekte SFX ✅
|
||||||
|
- [x] 7 neue `play_sfx`-Aufrufe in interaktiven Objekten
|
||||||
|
- [x] SFX: xray_scan, gift_open, tea_pour, cradle_rock, ambulance_siren, delivery_cheer, object_tap
|
||||||
|
|
||||||
|
### Sprint 22 (git): Character SFX & Ambient ✅
|
||||||
|
- [x] character_pickup, character_tap, character_place SFX
|
||||||
|
- [x] UltrasoundMachine: loopender Herzschlag-Ambient
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Sprint 14: Zuhause & Garten ✅
|
||||||
|
- [x] Garten-Szene (GardenParty)
|
||||||
|
- [x] Party-Mechanik: Geschenke auspacken (GiftBox), Tee einschenken (TeaPot)
|
||||||
|
- [x] Kuchen schneiden (Cake) mit Reset-Statemachine
|
||||||
|
- [x] Luftballons (Balloon) mit Pop/Respawn-Statemachine
|
||||||
|
- [x] Stuhl-SnapPoints in der Gartenparty
|
||||||
|
- [x] Floor-Music-Tracks 0–3 (echte CC0-Audiodateien)
|
||||||
|
|
||||||
|
### Sprint 15 (Plan): Polish & Sound ✅
|
||||||
|
- [x] Alle Sounds einbauen → erledigt in Sprint 21 + 22
|
||||||
|
- [x] Hintergrundmusik mit Cross-Fade → erledigt in Sprint 19
|
||||||
|
- [x] Animations-Feinschliff → erledigt in Sprint 15 (git) Character v2
|
||||||
|
- [ ] Tutorial / erster Start ← **offen**
|
||||||
|
|
||||||
|
### Sprint 16 (Plan): Release-Vorbereitung
|
||||||
- [ ] Icon, Splash Screen
|
- [ ] Icon, Splash Screen
|
||||||
- [ ] Play Console Setup, Screenshots, Beschreibung
|
- [ ] Play Console Setup, Screenshots, Beschreibung
|
||||||
- [ ] Internal Testing mit Kindern
|
- [ ] Internal Testing mit Kindern (UAT)
|
||||||
- [ ] Release auf Play Store (Android zuerst)
|
- [ ] Release auf Play Store (Android)
|
||||||
- [ ] iOS-Port falls gewünscht
|
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
@@ -298,11 +345,6 @@ Realistisch für einen Vollzeit-Entwickler mit Familie und Side-Projekten. Kürz
|
|||||||
3. Oder: Direkte APK-Distribution in der Familie (kein Store nötig)
|
3. Oder: Direkte APK-Distribution in der Familie (kein Store nötig)
|
||||||
4. Ggf. später: Öffentlicher Release
|
4. Ggf. später: Öffentlicher Release
|
||||||
|
|
||||||
### iOS (später)
|
|
||||||
- Apple Developer Account (€99/Jahr)
|
|
||||||
- TestFlight für Familie
|
|
||||||
- App Store Review deutlich strenger als Google
|
|
||||||
|
|
||||||
### **WICHTIG — COPPA/Kids-Compliance**
|
### **WICHTIG — COPPA/Kids-Compliance**
|
||||||
Da Zielgruppe 3+ Jahre:
|
Da Zielgruppe 3+ Jahre:
|
||||||
- Keine Analytics (Google Analytics, Firebase, etc.)
|
- Keine Analytics (Google Analytics, Firebase, etc.)
|
||||||
@@ -324,7 +366,6 @@ Da Zielgruppe 3+ Jahre:
|
|||||||
| Risiko | Mitigation |
|
| Risiko | Mitigation |
|
||||||
|---|---|
|
|---|---|
|
||||||
| **Asset-Produktion zieht sich** | Mit Platzhaltern entwickeln, Assets parallelisieren |
|
| **Asset-Produktion zieht sich** | Mit Platzhaltern entwickeln, Assets parallelisieren |
|
||||||
| **iOS-Deployment kompliziert** | Erst Android, iOS später |
|
|
||||||
| **Feature-Creep** | Strikt am MVP-Plan halten, später iterieren |
|
| **Feature-Creep** | Strikt am MVP-Plan halten, später iterieren |
|
||||||
| **Motivation ebbt nach 2 Monaten ab** | Kinder regelmäßig Build zeigen → Feedback = Motor |
|
| **Motivation ebbt nach 2 Monaten ab** | Kinder regelmäßig Build zeigen → Feedback = Motor |
|
||||||
| **Komplexe Animationen** | Mit einfachen 2-Frame-Animationen starten |
|
| **Komplexe Animationen** | Mit einfachen 2-Frame-Animationen starten |
|
||||||
|
|||||||
@@ -0,0 +1,223 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Cozypaw Hospital — freesound.org batch audio downloader
|
||||||
|
Downloads all placeholder audio files (0-byte .ogg) and replaces them with
|
||||||
|
128 kbps HQ OGG previews from freesound.org.
|
||||||
|
|
||||||
|
Prerequisites:
|
||||||
|
pip install requests
|
||||||
|
|
||||||
|
API key setup (free, ~2 min):
|
||||||
|
1. freesound.org → login → click your username → "API credentials"
|
||||||
|
2. Click "Apply for an API key"
|
||||||
|
3. App name: "Cozypaw Download Script", Description: "Personal game project"
|
||||||
|
4. Copy the "Api key" value (the long string) into API_KEY below.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python docs/download_audio.py
|
||||||
|
|
||||||
|
Quality note:
|
||||||
|
This script downloads the "preview-hq-ogg" (128 kbps OGG Vorbis).
|
||||||
|
For a mobile children's game this is indistinguishable from lossless.
|
||||||
|
Original-quality downloads require full OAuth2 — not worth the hassle.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
import requests
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
# ── Fill in your API key here ──────────────────────────────────────────────────
|
||||||
|
API_KEY = "" # get your free key at freesound.org → API credentials
|
||||||
|
# ──────────────────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
REPO_ROOT = Path(__file__).parent.parent
|
||||||
|
BASE_URL = "https://freesound.org/apiv2"
|
||||||
|
|
||||||
|
# Files with confirmed freesound IDs — downloaded by ID, no searching needed.
|
||||||
|
# CC-BY entries are marked; they need an attribution line in docs/credits-audio.md
|
||||||
|
KNOWN_IDS: dict[str, tuple[int, str]] = {
|
||||||
|
# path id license
|
||||||
|
# ── Sprint 19 — music ──────────────────────────────────────────────────────
|
||||||
|
"assets/audio/music/floor_0.ogg": (725019, "CC0"),
|
||||||
|
"assets/audio/music/floor_1.ogg": (387588, "CC0"),
|
||||||
|
"assets/audio/music/floor_2.ogg": (684511, "CC0"),
|
||||||
|
"assets/audio/music/floor_3.ogg": (723913, "CC0"),
|
||||||
|
# ── Sprint 19 — SFX ───────────────────────────────────────────────────────
|
||||||
|
"assets/audio/sfx/chest_tap.ogg": (679772, "CC0"),
|
||||||
|
"assets/audio/sfx/item_spawn.ogg": (683096, "CC0"),
|
||||||
|
"assets/audio/sfx/item_drag_start.ogg": (411177, "CC0"),
|
||||||
|
"assets/audio/sfx/item_drop_hand.ogg": (448086, "CC0"),
|
||||||
|
"assets/audio/sfx/item_drop_outfit.ogg": (161415, "CC-BY 3.0"), # needs attribution
|
||||||
|
"assets/audio/sfx/item_return_chest.ogg": (740266, "CC0"),
|
||||||
|
"assets/audio/sfx/item_drop_floor.ogg": (449955, "CC0"),
|
||||||
|
# ── Sprint 21 — interactive object SFX ────────────────────────────────────
|
||||||
|
"assets/audio/sfx/xray_scan.ogg": (614030, "CC0"), # Machine beep.wav — INHIVE.NEWERA
|
||||||
|
"assets/audio/sfx/tea_pour.ogg": (116396, "CC0"), # liquid-pour.mp3 — shakala1
|
||||||
|
"assets/audio/sfx/cradle_rock.ogg": (216877, "CC0"), # Slow gentle squeaky wooden door — CastIronCarousel
|
||||||
|
"assets/audio/sfx/gift_open.ogg": (676625, "CC0"), # Rip 8 - Long — NearTheAtmoshphere
|
||||||
|
"assets/audio/sfx/ambulance_siren.ogg": (536773, "CC0"), # Siren.ogg — egomassive
|
||||||
|
"assets/audio/sfx/delivery_cheer.ogg": (717771, "CC0"), # victory chime — 1bob
|
||||||
|
"assets/audio/sfx/object_tap.ogg": (817506, "CC0"), # Soft Interface 01 Tap — tonymadethatt
|
||||||
|
# ── Sprint 22 — character & ambient SFX ───────────────────────────────────
|
||||||
|
"assets/audio/sfx/ultrasound_heartbeat.ogg":(463202, "CC0"), # one_beep.wav — Kenneth_Cooney
|
||||||
|
"assets/audio/sfx/character_pickup.ogg": (789840, "CC0"), # Whoosh Short — FartCTO
|
||||||
|
"assets/audio/sfx/character_place.ogg": (653910, "CC0"), # soft-hit.wav — Krokulator
|
||||||
|
"assets/audio/sfx/character_tap.ogg": (776443, "CC0"), # pop out, bubble — chaferwitt
|
||||||
|
}
|
||||||
|
|
||||||
|
# All files now have confirmed IDs in KNOWN_IDS above.
|
||||||
|
SEARCH_QUERIES: dict[str, tuple[str, float]] = {}
|
||||||
|
|
||||||
|
# ── Helpers ────────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
def _is_placeholder(path: Path) -> bool:
|
||||||
|
"""Returns True if the file is missing or 0-byte (i.e. still a placeholder)."""
|
||||||
|
return not path.exists() or path.stat().st_size == 0
|
||||||
|
|
||||||
|
|
||||||
|
def _get_sound_info(sound_id: int) -> dict | None:
|
||||||
|
url = f"{BASE_URL}/sounds/{sound_id}/"
|
||||||
|
r = requests.get(url, params={
|
||||||
|
"fields": "id,name,previews,license,username,duration",
|
||||||
|
"token": API_KEY,
|
||||||
|
}, timeout=15)
|
||||||
|
if r.status_code != 200:
|
||||||
|
print(f" ✗ API error {r.status_code} for ID {sound_id}")
|
||||||
|
return None
|
||||||
|
return r.json()
|
||||||
|
|
||||||
|
|
||||||
|
def _search_sound(query: str, max_duration: float) -> dict | None:
|
||||||
|
r = requests.get(f"{BASE_URL}/search/text/", params={
|
||||||
|
"query": query,
|
||||||
|
"filter": f'license:"Creative Commons 0" duration:[0 TO {max_duration}]',
|
||||||
|
"fields": "id,name,previews,license,username,duration",
|
||||||
|
"sort": "score",
|
||||||
|
"page_size": 5,
|
||||||
|
"token": API_KEY,
|
||||||
|
}, timeout=15)
|
||||||
|
if r.status_code != 200:
|
||||||
|
print(f" ✗ Search API error {r.status_code} for query '{query}'")
|
||||||
|
return None
|
||||||
|
results = r.json().get("results", [])
|
||||||
|
if not results:
|
||||||
|
print(f" ✗ No results for '{query}' under {max_duration}s")
|
||||||
|
return None
|
||||||
|
return results[0]
|
||||||
|
|
||||||
|
|
||||||
|
def _download_preview(info: dict, dest: Path) -> bool:
|
||||||
|
ogg_url = info.get("previews", {}).get("preview-hq-ogg")
|
||||||
|
if not ogg_url:
|
||||||
|
print(f" ✗ No HQ OGG preview URL in response")
|
||||||
|
return False
|
||||||
|
r = requests.get(ogg_url, timeout=30)
|
||||||
|
if r.status_code != 200:
|
||||||
|
print(f" ✗ CDN download failed ({r.status_code}): {ogg_url}")
|
||||||
|
return False
|
||||||
|
dest.parent.mkdir(parents=True, exist_ok=True)
|
||||||
|
dest.write_bytes(r.content)
|
||||||
|
return True
|
||||||
|
|
||||||
|
|
||||||
|
def _record_attribution(path: str, info: dict, license_str: str) -> None:
|
||||||
|
credits_file = REPO_ROOT / "docs" / "credits-audio.md"
|
||||||
|
line = (
|
||||||
|
f"| `{path}` | {info['name']} | {info['username']} "
|
||||||
|
f"| {license_str} | https://freesound.org/s/{info['id']}/ |\n"
|
||||||
|
)
|
||||||
|
if not credits_file.exists():
|
||||||
|
credits_file.write_text(
|
||||||
|
"# Audio Credits\n\nCC-BY files require attribution.\n\n"
|
||||||
|
"| File | Title | Author | License | URL |\n"
|
||||||
|
"|---|---|---|---|---|\n"
|
||||||
|
)
|
||||||
|
content = credits_file.read_text()
|
||||||
|
if f"/{info['id']}/" not in content:
|
||||||
|
with credits_file.open("a") as f:
|
||||||
|
f.write(line)
|
||||||
|
print(f" → Attribution recorded in docs/credits-audio.md")
|
||||||
|
|
||||||
|
|
||||||
|
# ── Main ───────────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
def main() -> None:
|
||||||
|
if not API_KEY:
|
||||||
|
print("ERROR: API_KEY is empty.")
|
||||||
|
print("Get your free key at: https://freesound.org/apiv2/apply/")
|
||||||
|
print("Then fill in API_KEY at the top of this script.")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
skipped = []
|
||||||
|
succeeded = []
|
||||||
|
failed = []
|
||||||
|
|
||||||
|
# ── Known IDs ──────────────────────────────────────────────────────────────
|
||||||
|
print(f"\n{'─'*60}")
|
||||||
|
print("Downloading files with known freesound IDs …")
|
||||||
|
print(f"{'─'*60}")
|
||||||
|
|
||||||
|
for rel_path, (sound_id, license_str) in KNOWN_IDS.items():
|
||||||
|
dest = REPO_ROOT / rel_path
|
||||||
|
if not _is_placeholder(dest):
|
||||||
|
print(f" ✓ skip {rel_path} (already downloaded)")
|
||||||
|
skipped.append(rel_path)
|
||||||
|
continue
|
||||||
|
|
||||||
|
print(f" ↓ {rel_path} (ID {sound_id})")
|
||||||
|
info = _get_sound_info(sound_id)
|
||||||
|
if info is None:
|
||||||
|
failed.append(rel_path)
|
||||||
|
continue
|
||||||
|
|
||||||
|
if _download_preview(info, dest):
|
||||||
|
size_kb = dest.stat().st_size // 1024
|
||||||
|
print(f" ✓ {info['name']} by {info['username']}"
|
||||||
|
f" [{size_kb} KB, {info['duration']:.1f}s, {license_str}]")
|
||||||
|
succeeded.append(rel_path)
|
||||||
|
if "CC-BY" in license_str:
|
||||||
|
_record_attribution(rel_path, info, license_str)
|
||||||
|
else:
|
||||||
|
failed.append(rel_path)
|
||||||
|
|
||||||
|
# ── Search queries ─────────────────────────────────────────────────────────
|
||||||
|
print(f"\n{'─'*60}")
|
||||||
|
print("Searching and downloading remaining SFX …")
|
||||||
|
print(f"{'─'*60}")
|
||||||
|
|
||||||
|
for rel_path, (query, max_dur) in SEARCH_QUERIES.items():
|
||||||
|
dest = REPO_ROOT / rel_path
|
||||||
|
if not _is_placeholder(dest):
|
||||||
|
print(f" ✓ skip {rel_path} (already downloaded)")
|
||||||
|
skipped.append(rel_path)
|
||||||
|
continue
|
||||||
|
|
||||||
|
print(f" ↓ {rel_path} (search: '{query}', max {max_dur}s)")
|
||||||
|
info = _search_sound(query, max_dur)
|
||||||
|
if info is None:
|
||||||
|
failed.append(rel_path)
|
||||||
|
continue
|
||||||
|
|
||||||
|
if _download_preview(info, dest):
|
||||||
|
size_kb = dest.stat().st_size // 1024
|
||||||
|
print(f" ✓ {info['name']} by {info['username']}"
|
||||||
|
f" [{size_kb} KB, {info['duration']:.1f}s, {info['license']}]")
|
||||||
|
succeeded.append(rel_path)
|
||||||
|
else:
|
||||||
|
failed.append(rel_path)
|
||||||
|
|
||||||
|
# ── Summary ────────────────────────────────────────────────────────────────
|
||||||
|
print(f"\n{'─'*60}")
|
||||||
|
print(f"Done. ✓ {len(succeeded)} downloaded"
|
||||||
|
f" · ↷ {len(skipped)} skipped"
|
||||||
|
f" · ✗ {len(failed)} failed")
|
||||||
|
if failed:
|
||||||
|
print("\nFailed files (fix manually):")
|
||||||
|
for f in failed:
|
||||||
|
print(f" {f}")
|
||||||
|
print(f"{'─'*60}\n")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
main()
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,747 @@
|
|||||||
|
# Sprint 16 — Snap-Point System 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 SnapPoint nodes to all furniture in all 12 rooms so characters can snap into sitting/lying poses when released near a piece of furniture.
|
||||||
|
|
||||||
|
**Architecture:** Each room `.tscn` gets one `ext_resource` entry for `snap_point.gd` and one `[node]` entry per snap position. SnapPoints are direct children of the room node (not children of ColorRect furniture, since ColorRects have no Node2D hierarchy). All SnapPoints auto-register in the `"snap_points"` group via `_ready()`. No new GDScript is written — this sprint is purely scene data.
|
||||||
|
|
||||||
|
**Tech Stack:** Godot 4.6.2, `.tscn` text format, GUT v9.6.0 (TDD), headless runner.
|
||||||
|
|
||||||
|
**GDD Reference:** `docs/game-design.md` — Kapitel 2 (Raum-Übersicht) + Kapitel 5.1 (Snap-Point System).
|
||||||
|
|
||||||
|
**Headless runner:**
|
||||||
|
```
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
**Existing tests must stay green:** 90 tests passing before this sprint starts.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## File Map
|
||||||
|
|
||||||
|
| Action | Path | SnapPoints added |
|
||||||
|
|---|---|---|
|
||||||
|
| Modify | `scenes/rooms/floor0/Reception.tscn` | 4 × sitting (2 benches × 2) |
|
||||||
|
| Modify | `scenes/rooms/floor0/GiftShop.tscn` | 1 × sitting (counter) |
|
||||||
|
| Modify | `scenes/rooms/floor0/Restaurant.tscn` | 6 × sitting (3 tables × 2) |
|
||||||
|
| Modify | `scenes/rooms/floor0/EmergencyRoom.tscn` | 1 × lying (medical table) |
|
||||||
|
| Modify | `scenes/rooms/floor1/XRay.tscn` | 1 × lying (exam table) |
|
||||||
|
| Modify | `scenes/rooms/floor1/Pharmacy.tscn` | 1 × sitting (counter) |
|
||||||
|
| Modify | `scenes/rooms/floor1/Lab.tscn` | 2 × sitting (lab bench) |
|
||||||
|
| Modify | `scenes/rooms/floor1/PatientRoom.tscn` | 2 × lying (2 beds) |
|
||||||
|
| Modify | `scenes/rooms/floor2/Ultrasound.tscn` | 1 × lying (exam table) |
|
||||||
|
| Modify | `scenes/rooms/floor2/DeliveryRoom.tscn` | 1 × lying (delivery bed) |
|
||||||
|
| Modify | `scenes/rooms/floor2/Nursery.tscn` | 3 × lying, baby_only (3 cradles) |
|
||||||
|
| Modify | `scenes/rooms/home/GardenParty.tscn` | 2 × sitting (garden table) |
|
||||||
|
| Create | `test/unit/test_snap_points_floor0.gd` | Tests for EG (12 snap points) |
|
||||||
|
| Create | `test/unit/test_snap_points_floor1.gd` | Tests for 1.OG (6 snap points) |
|
||||||
|
| Create | `test/unit/test_snap_points_floor2.gd` | Tests for 2.OG + Garten (7 snap points) |
|
||||||
|
|
||||||
|
**Total: 25 SnapPoints across 12 rooms.**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## How to add a SnapPoint to a .tscn
|
||||||
|
|
||||||
|
### 1. Increment `load_steps` in the header by 1
|
||||||
|
|
||||||
|
```
|
||||||
|
[gd_scene load_steps=3 format=3 ...] ← was 2
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. Add `ext_resource` for snap_point.gd after the last existing `ext_resource` line
|
||||||
|
|
||||||
|
For rooms with currently 1 ext_resource (InteractiveObject only), use id `"2_snap"`:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
For rooms with currently 2 ext_resources, use id `"3_snap"`:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
For GardenParty (3 ext_resources), use id `"4_snap"`:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3. Append node entries at the end of the file
|
||||||
|
|
||||||
|
Sitting (default pose, no need to set pose or baby_only):
|
||||||
|
```
|
||||||
|
[node name="SnapBenchLeft1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
Lying (must set pose):
|
||||||
|
```
|
||||||
|
[node name="SnapExamTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 480)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
Lying + baby only:
|
||||||
|
```
|
||||||
|
[node name="SnapCradle1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(340, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Helper: how tests count SnapPoints in a room
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _count_snaps(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
if child is SnapPoint:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.pose == pose:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
func _count_snaps_baby_only(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.baby_only:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 1: Floor 0 — Reception, GiftShop, Restaurant, EmergencyRoom
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scenes/rooms/floor0/Reception.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor0/GiftShop.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor0/Restaurant.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor0/EmergencyRoom.tscn`
|
||||||
|
- Create: `test/unit/test_snap_points_floor0.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Create `test/unit/test_snap_points_floor0.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests verifying SnapPoints exist in all EG (Erdgeschoss) room scenes.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
if child is SnapPoint:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.pose == pose:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func test_reception_has_four_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 4)
|
||||||
|
|
||||||
|
|
||||||
|
func test_reception_all_snaps_are_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/Reception.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 4)
|
||||||
|
|
||||||
|
|
||||||
|
func test_giftshop_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_giftshop_snap_is_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/GiftShop.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_restaurant_has_six_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 6)
|
||||||
|
|
||||||
|
|
||||||
|
func test_restaurant_all_snaps_are_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/Restaurant.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 6)
|
||||||
|
|
||||||
|
|
||||||
|
func test_emergency_room_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_emergency_room_snap_is_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor0/EmergencyRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run tests — verify they FAIL
|
||||||
|
|
||||||
|
```
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 8 new failures. 90 existing pass.
|
||||||
|
|
||||||
|
### Step 3: Edit `scenes/rooms/floor0/Reception.tscn`
|
||||||
|
|
||||||
|
Current header: `[gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"]`
|
||||||
|
|
||||||
|
Change to: `[gd_scene load_steps=3 format=3 uid="uid://cozypaw_reception"]`
|
||||||
|
|
||||||
|
After `[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]`, add:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append at the end of the file:
|
||||||
|
```
|
||||||
|
[node name="SnapBenchLeft1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchLeft2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(240, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchRight1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(990, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchRight2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1080, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Edit `scenes/rooms/floor0/GiftShop.tscn`
|
||||||
|
|
||||||
|
Change header to `load_steps=3`.
|
||||||
|
|
||||||
|
Add after InteractiveObject ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapCounter" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 528)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Edit `scenes/rooms/floor0/Restaurant.tscn`
|
||||||
|
|
||||||
|
Change header to `load_steps=3`.
|
||||||
|
|
||||||
|
Add after InteractiveObject ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapTable1Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(160, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable1Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(280, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable2Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(580, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable2Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(700, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable3Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1000, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable3Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1120, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 6: Edit `scenes/rooms/floor0/EmergencyRoom.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=3` (has Ambulance ext_resource). Change to `load_steps=4`.
|
||||||
|
|
||||||
|
Add after the last ext_resource line (Ambulance):
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapMedicalTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(310, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 7: Run tests — verify 8 new tests PASS (98 total)
|
||||||
|
|
||||||
|
Run `--headless --import` first if needed, then the test runner.
|
||||||
|
|
||||||
|
Expected: 98/98 passed.
|
||||||
|
|
||||||
|
### Step 8: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
|
||||||
|
git add scenes/rooms/floor0/Reception.tscn scenes/rooms/floor0/GiftShop.tscn
|
||||||
|
git add scenes/rooms/floor0/Restaurant.tscn scenes/rooms/floor0/EmergencyRoom.tscn
|
||||||
|
git add test/unit/test_snap_points_floor0.gd
|
||||||
|
git commit -m "feat(snap-points): add SnapPoints to all EG rooms (Reception, GiftShop, Restaurant, EmergencyRoom)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 2: Floor 1 — XRay, Pharmacy, Lab, PatientRoom
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scenes/rooms/floor1/XRay.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor1/Pharmacy.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor1/Lab.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor1/PatientRoom.tscn`
|
||||||
|
- Create: `test/unit/test_snap_points_floor1.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Create `test/unit/test_snap_points_floor1.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests verifying SnapPoints exist in all 1.OG room scenes.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
if child is SnapPoint:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.pose == pose:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func test_xray_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_xray_snap_is_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/XRay.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_pharmacy_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_pharmacy_snap_is_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/Pharmacy.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_lab_has_two_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_lab_all_snaps_are_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/Lab.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_patient_room_has_two_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_patient_room_all_snaps_are_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor1/PatientRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 2)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run tests — verify 8 new tests FAIL
|
||||||
|
|
||||||
|
Expected: 8 failures. 98 existing pass.
|
||||||
|
|
||||||
|
### Step 3: Edit `scenes/rooms/floor1/XRay.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=3` (has XRayMachine). Change to `load_steps=4`.
|
||||||
|
|
||||||
|
Add after the last ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapExamTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Edit `scenes/rooms/floor1/Pharmacy.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=2`. Change to `load_steps=3`.
|
||||||
|
|
||||||
|
Add after ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapCounter" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 520)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Edit `scenes/rooms/floor1/Lab.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=2`. Change to `load_steps=3`.
|
||||||
|
|
||||||
|
Add after ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapLabBench1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(450, 470)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapLabBench2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(750, 470)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 6: Edit `scenes/rooms/floor1/PatientRoom.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=2`. Change to `load_steps=3`.
|
||||||
|
|
||||||
|
Add after ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapBed1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(250, 465)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="SnapBed2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(810, 465)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 7: Run tests — verify 8 new tests PASS (106 total)
|
||||||
|
|
||||||
|
Run `--headless --import` first if needed, then the test runner.
|
||||||
|
|
||||||
|
Expected: 106/106 passed.
|
||||||
|
|
||||||
|
### Step 8: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
|
||||||
|
git add scenes/rooms/floor1/XRay.tscn scenes/rooms/floor1/Pharmacy.tscn
|
||||||
|
git add scenes/rooms/floor1/Lab.tscn scenes/rooms/floor1/PatientRoom.tscn
|
||||||
|
git add test/unit/test_snap_points_floor1.gd
|
||||||
|
git commit -m "feat(snap-points): add SnapPoints to all 1.OG rooms (XRay, Pharmacy, Lab, PatientRoom)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 3: Floor 2 + Garten — Ultrasound, DeliveryRoom, Nursery, GardenParty
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scenes/rooms/floor2/Ultrasound.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor2/DeliveryRoom.tscn`
|
||||||
|
- Modify: `scenes/rooms/floor2/Nursery.tscn`
|
||||||
|
- Modify: `scenes/rooms/home/GardenParty.tscn`
|
||||||
|
- Create: `test/unit/test_snap_points_floor2.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Create `test/unit/test_snap_points_floor2.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests verifying SnapPoints exist in all 2.OG and Garten room scenes.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
if child is SnapPoint:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps_with_pose(room: Node2D, pose: String) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.pose == pose:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func _count_snaps_baby_only(room: Node2D) -> int:
|
||||||
|
var count: int = 0
|
||||||
|
for child: Node in room.get_children():
|
||||||
|
var snap: SnapPoint = child as SnapPoint
|
||||||
|
if snap != null and snap.baby_only:
|
||||||
|
count += 1
|
||||||
|
return count
|
||||||
|
|
||||||
|
|
||||||
|
func test_ultrasound_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_ultrasound_snap_is_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/Ultrasound.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_delivery_room_has_one_snap_point() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_delivery_room_snap_is_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/DeliveryRoom.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_nursery_has_three_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_nursery_all_snaps_are_baby_only() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_baby_only(room), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_nursery_all_snaps_are_lying() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/floor2/Nursery.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "lying"), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_garden_party_has_two_snap_points() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps(room), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_garden_party_all_snaps_are_sitting() -> void:
|
||||||
|
var room: Node2D = preload("res://scenes/rooms/home/GardenParty.tscn").instantiate() as Node2D
|
||||||
|
add_child_autofree(room)
|
||||||
|
assert_eq(_count_snaps_with_pose(room, "sitting"), 2)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run tests — verify 9 new tests FAIL
|
||||||
|
|
||||||
|
Expected: 9 failures. 106 existing pass.
|
||||||
|
|
||||||
|
### Step 3: Edit `scenes/rooms/floor2/Ultrasound.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=3` (has UltrasoundMachine). Change to `load_steps=4`.
|
||||||
|
|
||||||
|
Add after last ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapExamTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(470, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Edit `scenes/rooms/floor2/DeliveryRoom.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=3` (has DeliveryBed). Change to `load_steps=4`.
|
||||||
|
|
||||||
|
Add after last ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapDeliveryBed" type="Node2D" parent="."]
|
||||||
|
position = Vector2(540, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Edit `scenes/rooms/floor2/Nursery.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=3` (has Cradle). Change to `load_steps=4`.
|
||||||
|
|
||||||
|
Add after last ext_resource:
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapCradle1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(340, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
|
||||||
|
[node name="SnapCradle2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(600, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
|
||||||
|
[node name="SnapCradle3" type="Node2D" parent="."]
|
||||||
|
position = Vector2(860, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 6: Edit `scenes/rooms/home/GardenParty.tscn`
|
||||||
|
|
||||||
|
Current header: `load_steps=4` (has GiftBox, TeaPot, HomeButton). Change to `load_steps=5`.
|
||||||
|
|
||||||
|
Add after the last ext_resource (HomeButton):
|
||||||
|
```
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="4_snap"]
|
||||||
|
```
|
||||||
|
|
||||||
|
Append:
|
||||||
|
```
|
||||||
|
[node name="SnapTableLeft" type="Node2D" parent="."]
|
||||||
|
position = Vector2(530, 455)
|
||||||
|
script = ExtResource("4_snap")
|
||||||
|
|
||||||
|
[node name="SnapTableRight" type="Node2D" parent="."]
|
||||||
|
position = Vector2(750, 455)
|
||||||
|
script = ExtResource("4_snap")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 7: Run tests — verify 9 new tests PASS (115 total)
|
||||||
|
|
||||||
|
Run `--headless --import` first, then the test runner.
|
||||||
|
|
||||||
|
Expected: 115/115 passed.
|
||||||
|
|
||||||
|
### Step 8: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-16-snap-points"
|
||||||
|
git add scenes/rooms/floor2/Ultrasound.tscn scenes/rooms/floor2/DeliveryRoom.tscn
|
||||||
|
git add scenes/rooms/floor2/Nursery.tscn scenes/rooms/home/GardenParty.tscn
|
||||||
|
git add test/unit/test_snap_points_floor2.gd
|
||||||
|
git commit -m "feat(snap-points): add SnapPoints to all 2.OG and Garten rooms (Ultrasound, DeliveryRoom, Nursery, GardenParty)"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Final Check
|
||||||
|
|
||||||
|
- [ ] **Run full test suite one last time**
|
||||||
|
|
||||||
|
```
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected output:
|
||||||
|
```
|
||||||
|
Scripts 10
|
||||||
|
Tests 115
|
||||||
|
Passing Tests 115
|
||||||
|
---- All tests passed! ----
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Verify git log shows 3 clean commits**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git log --oneline -4
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected:
|
||||||
|
```
|
||||||
|
feat(snap-points): add SnapPoints to all 2.OG and Garten rooms...
|
||||||
|
feat(snap-points): add SnapPoints to all 1.OG rooms...
|
||||||
|
feat(snap-points): add SnapPoints to all EG rooms...
|
||||||
|
```
|
||||||
@@ -0,0 +1,852 @@
|
|||||||
|
# Sprint 17 — Hand-Slots + Outfits 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:** Enable items to be held in Character hand slots and outfit items to be dragged onto characters to dress them, with tap-to-undress and save persistence.
|
||||||
|
|
||||||
|
**Architecture:** Three new concerns, each self-contained: (1) `HoldableItem` scans the "characters" group on release and attaches itself to the nearest free HandLeft/HandRight. (2) `OutfitItem` extends `HoldableItem` — on release near a character body it applies itself to an outfit layer and hides. (3) `GameState` extended to persist outfit + held-item state per character (save format v2). No new scene files required — all logic is GDScript.
|
||||||
|
|
||||||
|
**Tech Stack:** Godot 4.6.2, GDScript static typing, GUT v9.6.0, headless runner.
|
||||||
|
|
||||||
|
**GDD Reference:** `docs/game-design.md` — Kapitel 5.2 (Hand-Slot System) + 5.3 (Outfit Layer System) + Kapitel 8 (Save Format v2).
|
||||||
|
|
||||||
|
**Headless runner:**
|
||||||
|
```
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
**Existing tests must stay green:** 115 tests passing before this sprint starts.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Context: what Sprint 15 already built
|
||||||
|
|
||||||
|
`Character.tscn` already has `HandLeft` (Node2D at (-32,-30)) and `HandRight` (Node2D at (32,-30)) as attachment points. `character.gd` already has `attach_item(hand, item)`, `detach_item(hand)`, `get_held_item(hand)`, `is_hand_free(hand)`, `set_outfit(layer, id, texture)`, `clear_outfit(layer)`, `get_outfit(layer)`. `CharacterData` already has `outfit: Array[String]`.
|
||||||
|
|
||||||
|
What is missing: (1) Characters are not registered in any group, so items cannot find them by scanning. (2) `detach_item` does not preserve `global_position` when reparenting — it will silently teleport items to (0,0). (3) No `HoldableItem` class. (4) No `OutfitItem` class. (5) GameState only saves character positions, not outfit or held items.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## File Map
|
||||||
|
|
||||||
|
| Action | Path | Purpose |
|
||||||
|
|---|---|---|
|
||||||
|
| Modify | `scripts/characters/character.gd` | group registration, detach fix, tap detection, apply/remove outfit |
|
||||||
|
| Create | `scripts/objects/holdable_item.gd` | base class: attach to hand slot on drag release |
|
||||||
|
| Create | `scripts/objects/outfit_item.gd` | extends HoldableItem: apply outfit on drop near character |
|
||||||
|
| Modify | `scripts/characters/character_data.gd` | add `held_left`, `held_right` String fields |
|
||||||
|
| Modify | `scripts/autoload/GameState.gd` | save/load outfit + held items per character (v2 format) |
|
||||||
|
| Modify | `test/unit/test_character_v2.gd` | add group, detach-position, tap, apply/remove outfit tests |
|
||||||
|
| Create | `test/unit/test_holdable_item.gd` | HoldableItem unit tests |
|
||||||
|
| Create | `test/unit/test_outfit_item.gd` | OutfitItem unit tests |
|
||||||
|
| Modify | `test/unit/test_game_state.gd` | extend with outfit + held-item save tests |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 1: Character group + HoldableItem + detach fix
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/characters/character.gd`
|
||||||
|
- Create: `scripts/objects/holdable_item.gd`
|
||||||
|
- Modify: `test/unit/test_character_v2.gd`
|
||||||
|
- Create: `test/unit/test_holdable_item.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Add to `test/unit/test_character_v2.gd` (after the last existing test):
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_character_is_in_characters_group() -> void:
|
||||||
|
assert_true(_char.is_in_group("characters"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_detach_item_preserves_global_position() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.global_position = Vector2(200.0, 300.0)
|
||||||
|
_char.attach_item("left", item)
|
||||||
|
# HandLeft is at offset (-32, -30) relative to character
|
||||||
|
var expected_global: Vector2 = _char.get_node("HandLeft").global_position
|
||||||
|
_char.detach_item("left")
|
||||||
|
assert_eq(item.global_position, expected_global)
|
||||||
|
```
|
||||||
|
|
||||||
|
Create `test/unit/test_holdable_item.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for HoldableItem — hand slot attachment on drag release.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_id_default_empty() -> void:
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
assert_eq(item.item_id, "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_is_not_in_hand_initially() -> void:
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
assert_false(item.is_in_hand_slot())
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_attaches_to_nearest_free_hand() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.item_id = "test_item"
|
||||||
|
# Place item at HandLeft position
|
||||||
|
item.global_position = character.get_node("HandLeft").global_position
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
assert_true(item.is_in_hand_slot())
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_does_not_attach_if_no_character_in_range() -> void:
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.global_position = Vector2(9999.0, 9999.0)
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
assert_false(item.is_in_hand_slot())
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_does_not_attach_to_occupied_hand() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var item1: HoldableItem = HoldableItem.new()
|
||||||
|
var item2: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item2)
|
||||||
|
# Fill left hand manually
|
||||||
|
character.attach_item("left", item1)
|
||||||
|
character.attach_item("right", item1) # fill both
|
||||||
|
# item2 tries to attach but both hands full
|
||||||
|
item2.global_position = character.global_position
|
||||||
|
item2._on_drag_released(item2.global_position)
|
||||||
|
assert_false(item2.is_in_hand_slot())
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_detaches_on_pickup_when_in_slot() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
character.attach_item("left", item)
|
||||||
|
assert_true(item.is_in_hand_slot())
|
||||||
|
item._on_drag_picked_up(item.global_position)
|
||||||
|
assert_false(item.is_in_hand_slot())
|
||||||
|
|
||||||
|
|
||||||
|
func test_holdable_item_detach_preserves_global_position() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var item: HoldableItem = HoldableItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
character.attach_item("left", item)
|
||||||
|
var hand_pos: Vector2 = character.get_node("HandLeft").global_position
|
||||||
|
item._on_drag_picked_up(hand_pos)
|
||||||
|
assert_eq(item.global_position, hand_pos)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run import + tests — verify new tests FAIL
|
||||||
|
|
||||||
|
```
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 9 new failures. Existing 115 pass.
|
||||||
|
|
||||||
|
### Step 3: Modify `scripts/characters/character.gd`
|
||||||
|
|
||||||
|
**Change 1:** Add group registration in `_ready()` (after the drag connection block):
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _ready() -> void:
|
||||||
|
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
|
||||||
|
if drag != null:
|
||||||
|
drag.drag_picked_up.connect(_on_drag_picked_up)
|
||||||
|
drag.drag_released.connect(_on_drag_released)
|
||||||
|
if data != null:
|
||||||
|
_update_visual_state()
|
||||||
|
_refresh_outfit_layers()
|
||||||
|
add_to_group("characters")
|
||||||
|
```
|
||||||
|
|
||||||
|
**Change 2:** Fix `detach_item` to preserve `global_position`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func detach_item(hand: String) -> Node2D:
|
||||||
|
if hand != "left" and hand != "right":
|
||||||
|
return null
|
||||||
|
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null or slot.get_child_count() == 0:
|
||||||
|
return null
|
||||||
|
var item: Node2D = slot.get_child(0) as Node2D
|
||||||
|
var saved_pos: Vector2 = item.global_position
|
||||||
|
slot.remove_child(item)
|
||||||
|
var scene_parent: Node = get_parent()
|
||||||
|
if scene_parent != null:
|
||||||
|
scene_parent.add_child(item)
|
||||||
|
item.global_position = saved_pos
|
||||||
|
return item
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Create `scripts/objects/holdable_item.gd`
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## HoldableItem — Node2D that can be held in a Character's HandLeft or HandRight slot.
|
||||||
|
## Attach DragDropComponent as a child. On drag_released scans "characters" group for
|
||||||
|
## the nearest free hand slot within HAND_SLOT_RADIUS.
|
||||||
|
class_name HoldableItem extends Node2D
|
||||||
|
|
||||||
|
signal item_picked_up(item: HoldableItem)
|
||||||
|
signal item_placed(item: HoldableItem)
|
||||||
|
|
||||||
|
const HAND_SLOT_RADIUS: float = 60.0
|
||||||
|
|
||||||
|
|
||||||
|
@export var item_id: String = ""
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
|
||||||
|
if drag != null:
|
||||||
|
drag.drag_picked_up.connect(_on_drag_picked_up)
|
||||||
|
drag.drag_released.connect(_on_drag_released)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_picked_up(_pos: Vector2) -> void:
|
||||||
|
if is_in_hand_slot():
|
||||||
|
_detach_from_hand_slot()
|
||||||
|
item_picked_up.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
var result: Array = _find_nearest_free_hand_slot()
|
||||||
|
if not result.is_empty():
|
||||||
|
var character: Character = result[0] as Character
|
||||||
|
var hand: String = result[1] as String
|
||||||
|
character.attach_item(hand, self)
|
||||||
|
item_placed.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func is_in_hand_slot() -> bool:
|
||||||
|
var p: Node = get_parent()
|
||||||
|
if p == null:
|
||||||
|
return false
|
||||||
|
return p.name == "HandLeft" or p.name == "HandRight"
|
||||||
|
|
||||||
|
|
||||||
|
func _detach_from_hand_slot() -> void:
|
||||||
|
var hand_slot: Node = get_parent()
|
||||||
|
var character: Character = hand_slot.get_parent() as Character
|
||||||
|
if character == null:
|
||||||
|
return
|
||||||
|
var hand: String = "left" if hand_slot.name == "HandLeft" else "right"
|
||||||
|
character.detach_item(hand)
|
||||||
|
|
||||||
|
|
||||||
|
func _find_nearest_free_hand_slot() -> Array:
|
||||||
|
var best_dist: float = HAND_SLOT_RADIUS
|
||||||
|
var best_character: Character = null
|
||||||
|
var best_hand: String = ""
|
||||||
|
for node: Node in get_tree().get_nodes_in_group("characters"):
|
||||||
|
var character: Character = node as Character
|
||||||
|
if character == null:
|
||||||
|
continue
|
||||||
|
for hand: String in ["left", "right"]:
|
||||||
|
if not character.is_hand_free(hand):
|
||||||
|
continue
|
||||||
|
var slot: Node2D = character.get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null:
|
||||||
|
continue
|
||||||
|
var dist: float = global_position.distance_to(slot.global_position)
|
||||||
|
if dist < best_dist:
|
||||||
|
best_dist = dist
|
||||||
|
best_character = character
|
||||||
|
best_hand = hand
|
||||||
|
if best_character == null:
|
||||||
|
return []
|
||||||
|
return [best_character, best_hand]
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Run import + tests — verify all pass (124 total)
|
||||||
|
|
||||||
|
```
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 124/124 passed.
|
||||||
|
|
||||||
|
### Step 6: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
cd "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-17-hand-slots-outfits"
|
||||||
|
git add scripts/characters/character.gd
|
||||||
|
git add scripts/objects/holdable_item.gd
|
||||||
|
git add test/unit/test_character_v2.gd
|
||||||
|
git add test/unit/test_holdable_item.gd
|
||||||
|
git commit -m "feat(items): add HoldableItem with hand slot detection, fix detach_item position"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 2: OutfitItem + apply-on-drop + tap-to-undress
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/characters/character.gd`
|
||||||
|
- Create: `scripts/objects/outfit_item.gd`
|
||||||
|
- Modify: `test/unit/test_character_v2.gd`
|
||||||
|
- Create: `test/unit/test_outfit_item.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Add to `test/unit/test_character_v2.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_apply_outfit_item_hides_item() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item)
|
||||||
|
assert_false(item.visible)
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_outfit_item_sets_outfit_data() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item)
|
||||||
|
assert_eq(_char.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_remove_outfit_restores_item_visibility() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(2, "cast_arm", null, item)
|
||||||
|
_char.remove_outfit(2)
|
||||||
|
assert_true(item.visible)
|
||||||
|
|
||||||
|
|
||||||
|
func test_remove_outfit_clears_outfit_data() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(2, "cast_arm", null, item)
|
||||||
|
_char.remove_outfit(2)
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_outfit_item_replaces_existing() -> void:
|
||||||
|
var item1: Node2D = Node2D.new()
|
||||||
|
var item2: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item2)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item1)
|
||||||
|
_char.apply_outfit_item(1, "doctor_coat", null, item2)
|
||||||
|
assert_true(item1.visible)
|
||||||
|
assert_false(item2.visible)
|
||||||
|
assert_eq(_char.get_outfit(1), "doctor_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_tap_removes_topmost_active_outfit_layer() -> void:
|
||||||
|
var item1: Node2D = Node2D.new()
|
||||||
|
var item3: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item3)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item1)
|
||||||
|
_char.apply_outfit_item(3, "stethoscope", null, item3)
|
||||||
|
_char._handle_outfit_tap()
|
||||||
|
# layer 3 is topmost active — it should be removed first
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
assert_eq(_char.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_tap_noop_when_no_outfit_active() -> void:
|
||||||
|
_char._handle_outfit_tap()
|
||||||
|
assert_eq(_char.get_outfit(1), "")
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
```
|
||||||
|
|
||||||
|
Create `test/unit/test_outfit_item.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for OutfitItem — applies outfit layer when dropped near a character.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_item_default_layer_is_one() -> void:
|
||||||
|
var item: OutfitItem = OutfitItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
assert_eq(item.outfit_layer, 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_item_applies_to_character_on_release_in_range() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var data: CharacterData = CharacterData.new()
|
||||||
|
character.data = data
|
||||||
|
var item: OutfitItem = OutfitItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.item_id = "white_coat"
|
||||||
|
item.outfit_layer = 1
|
||||||
|
item.outfit_sprite = null
|
||||||
|
# Place item near character
|
||||||
|
item.global_position = character.global_position
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
assert_eq(character.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_item_hides_after_applying() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var data: CharacterData = CharacterData.new()
|
||||||
|
character.data = data
|
||||||
|
var item: OutfitItem = OutfitItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.item_id = "white_coat"
|
||||||
|
item.outfit_layer = 1
|
||||||
|
item.global_position = character.global_position
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
assert_false(item.visible)
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_item_falls_back_to_hand_slot_if_no_character_in_range() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var item: OutfitItem = OutfitItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.item_id = "white_coat"
|
||||||
|
item.outfit_layer = 1
|
||||||
|
# Place item near hand slot but NOT near character body
|
||||||
|
item.global_position = character.get_node("HandLeft").global_position
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
# Should attach to hand slot, not apply as outfit
|
||||||
|
assert_true(item.is_in_hand_slot())
|
||||||
|
assert_eq(character.get_outfit(1), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_item_does_not_apply_if_far_from_character() -> void:
|
||||||
|
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(character)
|
||||||
|
var data: CharacterData = CharacterData.new()
|
||||||
|
character.data = data
|
||||||
|
var item: OutfitItem = OutfitItem.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
item.item_id = "white_coat"
|
||||||
|
item.outfit_layer = 1
|
||||||
|
item.global_position = Vector2(9999.0, 9999.0)
|
||||||
|
item._on_drag_released(item.global_position)
|
||||||
|
assert_eq(character.get_outfit(1), "")
|
||||||
|
assert_true(item.visible)
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run tests — verify new tests FAIL
|
||||||
|
|
||||||
|
Expected: 12 new failures. Existing 124 pass.
|
||||||
|
|
||||||
|
### Step 3: Modify `scripts/characters/character.gd`
|
||||||
|
|
||||||
|
**Add** these new members and methods. Insert the `var` declarations after the existing `var _current_anim: String = "idle"` line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
var _current_anim: String = "idle"
|
||||||
|
var _drag_start_position: Vector2 = Vector2.ZERO
|
||||||
|
var _outfit_item_refs: Array = [null, null, null]
|
||||||
|
|
||||||
|
const _TAP_THRESHOLD: float = 10.0
|
||||||
|
```
|
||||||
|
|
||||||
|
**Replace** `_on_drag_picked_up`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_picked_up(pos: Vector2) -> void:
|
||||||
|
_is_held = true
|
||||||
|
_drag_start_position = pos
|
||||||
|
set_animation_state("held")
|
||||||
|
character_picked_up.emit(self)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Replace** `_on_drag_released`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_released(pos: Vector2) -> void:
|
||||||
|
_is_held = false
|
||||||
|
var drag_distance: float = pos.distance_to(_drag_start_position)
|
||||||
|
if drag_distance < _TAP_THRESHOLD:
|
||||||
|
_handle_outfit_tap()
|
||||||
|
return
|
||||||
|
set_animation_state("idle")
|
||||||
|
if data == null or data.id.is_empty():
|
||||||
|
return
|
||||||
|
GameState.set_character_position(character_id, global_position)
|
||||||
|
character_placed.emit(self, global_position)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Add** new public methods (before `_update_visual_state`):
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return
|
||||||
|
var i: int = layer - 1
|
||||||
|
var existing: Node2D = _outfit_item_refs[i] as Node2D
|
||||||
|
if existing != null:
|
||||||
|
existing.global_position = global_position + Vector2(0.0, 60.0)
|
||||||
|
existing.visible = true
|
||||||
|
_outfit_item_refs[i] = item_node
|
||||||
|
set_outfit(layer, item_id, texture)
|
||||||
|
if item_node != null:
|
||||||
|
item_node.visible = false
|
||||||
|
|
||||||
|
|
||||||
|
func remove_outfit(layer: int) -> void:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return
|
||||||
|
var i: int = layer - 1
|
||||||
|
clear_outfit(layer)
|
||||||
|
var item_ref: Node2D = _outfit_item_refs[i] as Node2D
|
||||||
|
if item_ref != null:
|
||||||
|
_outfit_item_refs[i] = null
|
||||||
|
item_ref.global_position = global_position + Vector2(0.0, 60.0)
|
||||||
|
item_ref.visible = true
|
||||||
|
|
||||||
|
|
||||||
|
func _handle_outfit_tap() -> void:
|
||||||
|
for layer: int in range(3, 0, -1):
|
||||||
|
if not get_outfit(layer).is_empty():
|
||||||
|
remove_outfit(layer)
|
||||||
|
return
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Create `scripts/objects/outfit_item.gd`
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
|
||||||
|
## within OUTFIT_APPLY_RADIUS of the character's center. If no character is in range,
|
||||||
|
## falls back to normal hand-slot attachment.
|
||||||
|
class_name OutfitItem extends HoldableItem
|
||||||
|
|
||||||
|
const OUTFIT_APPLY_RADIUS: float = 80.0
|
||||||
|
|
||||||
|
@export var outfit_layer: int = 1
|
||||||
|
@export var outfit_sprite: Texture2D
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
var character: Character = _find_nearest_character()
|
||||||
|
if character != null:
|
||||||
|
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
|
||||||
|
return
|
||||||
|
super._on_drag_released(_pos)
|
||||||
|
|
||||||
|
|
||||||
|
func _find_nearest_character() -> Character:
|
||||||
|
var best_dist: float = OUTFIT_APPLY_RADIUS
|
||||||
|
var best: Character = null
|
||||||
|
for node: Node in get_tree().get_nodes_in_group("characters"):
|
||||||
|
var character: Character = node as Character
|
||||||
|
if character == null:
|
||||||
|
continue
|
||||||
|
var dist: float = global_position.distance_to(character.global_position)
|
||||||
|
if dist < best_dist:
|
||||||
|
best_dist = dist
|
||||||
|
best = character
|
||||||
|
return best
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Run import + tests — verify all pass (136 total)
|
||||||
|
|
||||||
|
```
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 136/136 passed.
|
||||||
|
|
||||||
|
### Step 6: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/characters/character.gd
|
||||||
|
git add scripts/objects/outfit_item.gd
|
||||||
|
git add test/unit/test_character_v2.gd
|
||||||
|
git add test/unit/test_outfit_item.gd
|
||||||
|
git commit -m "feat(items): add OutfitItem with apply-on-drop and tap-to-undress on Character"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Task 3: GameState v2 — outfit + held items persisted
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/characters/character_data.gd`
|
||||||
|
- Modify: `scripts/autoload/GameState.gd`
|
||||||
|
- Modify: `test/unit/test_game_state.gd`
|
||||||
|
|
||||||
|
### Step 1: Write the failing tests
|
||||||
|
|
||||||
|
Check if `test/unit/test_game_state.gd` exists. If not, create it. If it exists, append these tests:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for GameState — character outfit and held-item persistence.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
GameState.apply_save_data({})
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_data_has_held_left_field() -> void:
|
||||||
|
var cd: CharacterData = CharacterData.new()
|
||||||
|
assert_eq(cd.held_left, "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_data_has_held_right_field() -> void:
|
||||||
|
var cd: CharacterData = CharacterData.new()
|
||||||
|
assert_eq(cd.held_right, "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_character_outfit_stores_value() -> void:
|
||||||
|
GameState.set_character_outfit("bunny_f", ["white_coat", "", "stethoscope"])
|
||||||
|
assert_eq(GameState.get_character_outfit("bunny_f"), ["white_coat", "", "stethoscope"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_character_outfit_returns_empty_array_for_unknown() -> void:
|
||||||
|
var result: Array = GameState.get_character_outfit("unknown_id")
|
||||||
|
assert_eq(result, ["", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_character_held_item_left() -> void:
|
||||||
|
GameState.set_character_held_item("bunny_f", "left", "medicine_blue")
|
||||||
|
assert_eq(GameState.get_character_held_item("bunny_f", "left"), "medicine_blue")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_character_held_item_returns_empty_for_unknown() -> void:
|
||||||
|
assert_eq(GameState.get_character_held_item("unknown", "left"), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_includes_outfit() -> void:
|
||||||
|
GameState.set_character_outfit("bunny_f", ["white_coat", "", ""])
|
||||||
|
var data: Dictionary = GameState.get_save_data()
|
||||||
|
assert_true(data.has("character_outfits"))
|
||||||
|
assert_eq(data["character_outfits"]["bunny_f"], ["white_coat", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_includes_held_items() -> void:
|
||||||
|
GameState.set_character_held_item("bunny_f", "right", "medicine_blue")
|
||||||
|
var data: Dictionary = GameState.get_save_data()
|
||||||
|
assert_true(data.has("character_held_items"))
|
||||||
|
assert_eq(data["character_held_items"]["bunny_f"]["right"], "medicine_blue")
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_save_data_restores_outfit() -> void:
|
||||||
|
var save: Dictionary = {
|
||||||
|
"character_outfits": {
|
||||||
|
"bunny_f": ["doctor_coat", "", "stethoscope"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
GameState.apply_save_data(save)
|
||||||
|
assert_eq(GameState.get_character_outfit("bunny_f"), ["doctor_coat", "", "stethoscope"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_save_data_restores_held_items() -> void:
|
||||||
|
var save: Dictionary = {
|
||||||
|
"character_held_items": {
|
||||||
|
"kitten_f": {"left": "gel_tube", "right": ""}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
GameState.apply_save_data(save)
|
||||||
|
assert_eq(GameState.get_character_held_item("kitten_f", "left"), "gel_tube")
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 2: Run tests — verify new tests FAIL
|
||||||
|
|
||||||
|
Expected: 11 new failures. Existing 136 pass.
|
||||||
|
|
||||||
|
### Step 3: Modify `scripts/characters/character_data.gd`
|
||||||
|
|
||||||
|
Add two new fields after `outfit`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## CharacterData — Resource holding all persistent state for one character.
|
||||||
|
class_name CharacterData extends Resource
|
||||||
|
|
||||||
|
enum State { HEALTHY, SICK, SLEEPING, TIRED, PREGNANT, BABY }
|
||||||
|
enum Species { BUNNY, KITTEN }
|
||||||
|
|
||||||
|
@export var id: String = ""
|
||||||
|
@export var display_name: String = ""
|
||||||
|
@export var species: Species = Species.BUNNY
|
||||||
|
@export var state: State = State.HEALTHY
|
||||||
|
@export var current_floor: int = 0
|
||||||
|
@export var position: Vector2 = Vector2.ZERO
|
||||||
|
@export var outfit: Array[String] = ["", "", ""]
|
||||||
|
@export var held_left: String = ""
|
||||||
|
@export var held_right: String = ""
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 4: Modify `scripts/autoload/GameState.gd`
|
||||||
|
|
||||||
|
Full replacement of the file to add outfit + held-item tracking:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## GameState — global game state: character positions, outfit, held items, object states, current room.
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
signal state_changed
|
||||||
|
signal character_moved(character_id: String, position: Vector2)
|
||||||
|
|
||||||
|
var _character_positions: Dictionary = {}
|
||||||
|
var _character_outfits: Dictionary = {}
|
||||||
|
var _character_held_items: Dictionary = {}
|
||||||
|
var _object_states: Dictionary = {}
|
||||||
|
var current_room: String = "reception"
|
||||||
|
var music_volume: float = 0.6
|
||||||
|
var sfx_volume: float = 1.0
|
||||||
|
|
||||||
|
|
||||||
|
func has_character_position(id: String) -> bool:
|
||||||
|
return _character_positions.has(id)
|
||||||
|
|
||||||
|
|
||||||
|
func get_character_position(id: String) -> Vector2:
|
||||||
|
return _character_positions.get(id, Vector2.ZERO)
|
||||||
|
|
||||||
|
|
||||||
|
func set_character_position(id: String, pos: Vector2) -> void:
|
||||||
|
_character_positions[id] = pos
|
||||||
|
character_moved.emit(id, pos)
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_character_outfit(id: String) -> Array:
|
||||||
|
return _character_outfits.get(id, ["", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func set_character_outfit(id: String, outfit: Array) -> void:
|
||||||
|
_character_outfits[id] = outfit
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_character_held_item(id: String, hand: String) -> String:
|
||||||
|
if not _character_held_items.has(id):
|
||||||
|
return ""
|
||||||
|
return _character_held_items[id].get(hand, "")
|
||||||
|
|
||||||
|
|
||||||
|
func set_character_held_item(id: String, hand: String, item_id: String) -> void:
|
||||||
|
if not _character_held_items.has(id):
|
||||||
|
_character_held_items[id] = {"left": "", "right": ""}
|
||||||
|
_character_held_items[id][hand] = item_id
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_object_state(id: String) -> String:
|
||||||
|
return _object_states.get(id, "idle")
|
||||||
|
|
||||||
|
|
||||||
|
func set_object_state(id: String, state: String) -> void:
|
||||||
|
_object_states[id] = state
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_save_data() -> Dictionary:
|
||||||
|
var positions: Dictionary = {}
|
||||||
|
for key: String in _character_positions:
|
||||||
|
var pos: Vector2 = _character_positions[key]
|
||||||
|
positions[key] = [pos.x, pos.y]
|
||||||
|
return {
|
||||||
|
"version": 2,
|
||||||
|
"character_positions": positions,
|
||||||
|
"character_outfits": _character_outfits.duplicate(true),
|
||||||
|
"character_held_items": _character_held_items.duplicate(true),
|
||||||
|
"object_states": _object_states,
|
||||||
|
"current_room": current_room,
|
||||||
|
"music_volume": music_volume,
|
||||||
|
"sfx_volume": sfx_volume,
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
func apply_save_data(data: Dictionary) -> void:
|
||||||
|
if data.has("character_positions"):
|
||||||
|
_character_positions = {}
|
||||||
|
for key: String in data["character_positions"]:
|
||||||
|
var val: Variant = data["character_positions"][key]
|
||||||
|
if val is Array and val.size() >= 2:
|
||||||
|
_character_positions[key] = Vector2(val[0], val[1])
|
||||||
|
if data.has("character_outfits"):
|
||||||
|
_character_outfits = data["character_outfits"].duplicate(true)
|
||||||
|
else:
|
||||||
|
_character_outfits = {}
|
||||||
|
if data.has("character_held_items"):
|
||||||
|
_character_held_items = data["character_held_items"].duplicate(true)
|
||||||
|
else:
|
||||||
|
_character_held_items = {}
|
||||||
|
if data.has("object_states"):
|
||||||
|
_object_states = data["object_states"]
|
||||||
|
if data.has("current_room"):
|
||||||
|
current_room = data["current_room"]
|
||||||
|
if data.has("music_volume"):
|
||||||
|
music_volume = data["music_volume"]
|
||||||
|
if data.has("sfx_volume"):
|
||||||
|
sfx_volume = data["sfx_volume"]
|
||||||
|
```
|
||||||
|
|
||||||
|
### Step 5: Run import + tests — verify all pass (147 total)
|
||||||
|
|
||||||
|
```
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import 2>&1
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 147/147 passed.
|
||||||
|
|
||||||
|
### Step 6: Commit
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/characters/character_data.gd
|
||||||
|
git add scripts/autoload/GameState.gd
|
||||||
|
git add test/unit/test_game_state.gd
|
||||||
|
git commit -m "feat(save): extend GameState to v2 — outfit and held items persisted per character"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Final Check
|
||||||
|
|
||||||
|
- [ ] **Run full test suite one last time**
|
||||||
|
|
||||||
|
```
|
||||||
|
"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 2>&1
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected output:
|
||||||
|
```
|
||||||
|
Scripts 13
|
||||||
|
Tests 147
|
||||||
|
Passing Tests 147
|
||||||
|
---- All tests passed! ----
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Verify git log shows 3 clean commits**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git log --oneline -4
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected:
|
||||||
|
```
|
||||||
|
feat(save): extend GameState to v2 — outfit and held items persisted per character
|
||||||
|
feat(items): add OutfitItem with apply-on-drop and tap-to-undress on Character
|
||||||
|
feat(items): add HoldableItem with hand slot detection, fix detach_item position
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes for implementer
|
||||||
|
|
||||||
|
- **`_outfit_item_refs` typed as `Array` not `Array[Node2D]`** — GDScript typed arrays with null defaults can cause issues in some Godot versions. Use untyped `Array` with explicit `as Node2D` casts.
|
||||||
|
- **`test_outfit_item_falls_back_to_hand_slot_if_no_character_in_range`** — This test places the item near a HandLeft but NOT near the character body. The OUTFIT_APPLY_RADIUS (80px) check on `character.global_position` will fail (HandLeft is only 32px offset), but since the HandLeft is within HAND_SLOT_RADIUS (60px) of HandLeft position, the HoldableItem fallback will attach it to the hand. Verify position arithmetic in your test setup.
|
||||||
|
- **`before_each` in test_game_state.gd calls `GameState.apply_save_data({})`** — this resets state between tests. The autoload singleton persists between GUT test functions, so the reset is mandatory.
|
||||||
|
- **`_handle_outfit_tap` is public** (no underscore would be cleaner, but the existing convention uses underscore for private methods). Keep the underscore — tests call it directly. This is acceptable for unit testing.
|
||||||
|
- **`_TAP_THRESHOLD`** needs to be a constant not a `const` with underscore (underscore prefix = private, which is fine here since it's internal to character.gd).
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,574 @@
|
|||||||
|
# Sprint 19 — AudioManager 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 an AudioManager autoload that plays floor-based background music with cross-fade and fires SFX for every player interaction — chest taps, item spawning, drag, drop, outfit apply, and chest return.
|
||||||
|
|
||||||
|
**Architecture:** AudioManager extends Node (autoload, already registered in project.godot). Two AudioStreamPlayer children ping-pong for cross-fade (0.8 s). One SfxPlayer child handles all SFX. Floor is derived from `GameState.current_room` via a pure lookup function. All 7 SFX events are wired in via direct `AudioManager.play_sfx()` calls (autoload = globally accessible). RoomChest gains a tap handler (`_unhandled_input`) to trigger item spawning.
|
||||||
|
|
||||||
|
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0, freesound.org CC0/CC-BY assets, ffmpeg for .ogg conversion if needed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 1: Audio Assets
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `assets/audio/music/floor_0.ogg` through `floor_3.ogg`
|
||||||
|
- Create: `assets/audio/sfx/chest_tap.ogg`, `item_spawn.ogg`, `item_drag_start.ogg`, `item_drop_hand.ogg`, `item_drop_outfit.ogg`, `item_return_chest.ogg`, `item_drop_floor.ogg`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Create directories**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
mkdir -p "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/music"
|
||||||
|
mkdir -p "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Download music tracks from freesound.org**
|
||||||
|
|
||||||
|
Search freesound.org for each track. Requirements: CC0 or CC-BY licence, loopable (end ≈ start), 30–60 s, child-appropriate, no sudden loud sounds. Save as `floor_N.ogg` directly or download and rename.
|
||||||
|
|
||||||
|
| File | Search query on freesound.org | Character |
|
||||||
|
|---|---|---|
|
||||||
|
| `floor_0.ogg` | `children hospital cheerful loop` | Heiter, belebte Lobby |
|
||||||
|
| `floor_1.ogg` | `calm ambient medical loop` | Ruhig, klinisch |
|
||||||
|
| `floor_2.ogg` | `gentle nursery lullaby loop` | Sanft, Wiegenlied |
|
||||||
|
| `floor_3.ogg` | `garden birds outdoor ambient loop` | Draußen, Vogelgezwitscher |
|
||||||
|
|
||||||
|
If a result is `.mp3` or `.wav`, convert with ffmpeg:
|
||||||
|
```bash
|
||||||
|
ffmpeg -i input.mp3 -c:a libvorbis -q:a 4 floor_0.ogg
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Download SFX from freesound.org**
|
||||||
|
|
||||||
|
Requirements: CC0 or CC-BY, < 0.5 s each, no startling sounds.
|
||||||
|
|
||||||
|
| File | Search query | Target duration |
|
||||||
|
|---|---|---|
|
||||||
|
| `chest_tap.ogg` | `wood tap short` | < 0.3 s |
|
||||||
|
| `item_spawn.ogg` | `pop whoosh soft` | < 0.5 s |
|
||||||
|
| `item_drag_start.ogg` | `pickup soft short` | < 0.3 s |
|
||||||
|
| `item_drop_hand.ogg` | `light click short` | < 0.2 s |
|
||||||
|
| `item_drop_outfit.ogg` | `fabric swoosh short` | < 0.5 s |
|
||||||
|
| `item_return_chest.ogg` | `soft click snap` | < 0.2 s |
|
||||||
|
| `item_drop_floor.ogg` | `soft thud light` | < 0.3 s |
|
||||||
|
|
||||||
|
Convert to `.ogg` with ffmpeg if needed (same command as above, -q:a 6 for SFX).
|
||||||
|
|
||||||
|
- [ ] **Step 4: Verify all 11 files are present**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
ls "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/music/"
|
||||||
|
ls "F:/Development/_gameDev/Cozypaw-Hospital/assets/audio/sfx/"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 4 music files, 7 SFX files.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add assets/audio/music/ assets/audio/sfx/
|
||||||
|
git commit -m "assets: add floor music and SFX for Sprint 19"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 2: AudioManager Script + Tests
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `scripts/autoload/AudioManager.gd`
|
||||||
|
- Create: `test/unit/test_audio_manager.gd`
|
||||||
|
|
||||||
|
Note: `AudioManager` is already registered in `project.godot` as `"*res://scripts/autoload/AudioManager.gd"`. Do NOT add `class_name AudioManager` to the script (Godot 4 autoload + class_name conflict — see CLAUDE.md memory).
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write the failing tests**
|
||||||
|
|
||||||
|
Create `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for AudioManager — floor derivation, no-op guard, SFX key validation.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
AudioManager._current_floor = -1
|
||||||
|
AudioManager._is_crossfading = false
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor0_reception() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("reception"), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor0_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("giftshop"), 0)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("restaurant"), 0)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("emergency"), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor1_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("xray"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("pharmacy"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("lab"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("patient_rooms"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor2_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("ultrasound"), 2)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("delivery_room"), 2)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("nursery"), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_garden() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("garden_party"), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_unknown_returns_minus_one() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("unknown_room"), -1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room(""), -1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_current_floor_starts_at_minus_one() -> void:
|
||||||
|
assert_eq(AudioManager.get_current_floor(), -1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_play_floor_music_same_floor_is_noop() -> void:
|
||||||
|
AudioManager._current_floor = 0
|
||||||
|
AudioManager.play_floor_music(0)
|
||||||
|
assert_eq(AudioManager.get_current_floor(), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_play_sfx_unknown_key_does_not_crash() -> void:
|
||||||
|
AudioManager.play_sfx("nonexistent_event_xyz")
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
func test_sfx_map_has_all_seven_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("chest_tap"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_spawn"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drag_start"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_hand"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_outfit"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_return_chest"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_floor"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_music_map_has_all_four_floors() -> void:
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(0))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(1))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(2))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(3))
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run to verify FAIL**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import
|
||||||
|
"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
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: FAIL — `AudioManager` script missing.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Create AudioManager.gd**
|
||||||
|
|
||||||
|
Create `scripts/autoload/AudioManager.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## AudioManager — floor music with cross-fade and SFX for player interactions.
|
||||||
|
## Autoload. Do NOT add class_name (Godot 4 autoload conflict).
|
||||||
|
extends Node
|
||||||
|
|
||||||
|
const CROSSFADE_DURATION: float = 0.8
|
||||||
|
|
||||||
|
const _MUSIC_MAP: Dictionary = {
|
||||||
|
0: "res://assets/audio/music/floor_0.ogg",
|
||||||
|
1: "res://assets/audio/music/floor_1.ogg",
|
||||||
|
2: "res://assets/audio/music/floor_2.ogg",
|
||||||
|
3: "res://assets/audio/music/floor_3.ogg",
|
||||||
|
}
|
||||||
|
|
||||||
|
const _SFX_MAP: Dictionary = {
|
||||||
|
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
|
||||||
|
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
|
||||||
|
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
|
||||||
|
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
|
||||||
|
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
|
||||||
|
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
|
||||||
|
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
|
||||||
|
}
|
||||||
|
|
||||||
|
var _current_floor: int = -1
|
||||||
|
var _is_crossfading: bool = false
|
||||||
|
var _active_player: AudioStreamPlayer
|
||||||
|
|
||||||
|
var _music_a: AudioStreamPlayer
|
||||||
|
var _music_b: AudioStreamPlayer
|
||||||
|
var _sfx_player: AudioStreamPlayer
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_music_a = AudioStreamPlayer.new()
|
||||||
|
_music_b = AudioStreamPlayer.new()
|
||||||
|
_sfx_player = AudioStreamPlayer.new()
|
||||||
|
add_child(_music_a)
|
||||||
|
add_child(_music_b)
|
||||||
|
add_child(_sfx_player)
|
||||||
|
_active_player = _music_a
|
||||||
|
_music_a.volume_db = linear_to_db(GameState.music_volume)
|
||||||
|
_music_b.volume_db = linear_to_db(0.0)
|
||||||
|
_sfx_player.volume_db = linear_to_db(GameState.sfx_volume)
|
||||||
|
GameState.state_changed.connect(_on_game_state_changed)
|
||||||
|
var initial_floor: int = _derive_floor_from_room(GameState.current_room)
|
||||||
|
if initial_floor != -1:
|
||||||
|
play_floor_music(initial_floor)
|
||||||
|
|
||||||
|
|
||||||
|
func play_floor_music(floor: int) -> void:
|
||||||
|
if floor == _current_floor:
|
||||||
|
return
|
||||||
|
if not _MUSIC_MAP.has(floor):
|
||||||
|
return
|
||||||
|
if _is_crossfading:
|
||||||
|
return
|
||||||
|
_is_crossfading = true
|
||||||
|
_current_floor = floor
|
||||||
|
var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
|
||||||
|
var stream: AudioStream = load(_MUSIC_MAP[floor]) as AudioStream
|
||||||
|
if stream == null:
|
||||||
|
_is_crossfading = false
|
||||||
|
return
|
||||||
|
inactive.stream = stream
|
||||||
|
inactive.volume_db = linear_to_db(0.0)
|
||||||
|
inactive.play()
|
||||||
|
var tween: Tween = create_tween().set_parallel(true)
|
||||||
|
tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION)
|
||||||
|
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
|
||||||
|
await tween.finished
|
||||||
|
_active_player.stop()
|
||||||
|
_active_player = inactive
|
||||||
|
_is_crossfading = false
|
||||||
|
|
||||||
|
|
||||||
|
func play_sfx(event: String) -> void:
|
||||||
|
if not _SFX_MAP.has(event):
|
||||||
|
return
|
||||||
|
var stream: AudioStream = load(_SFX_MAP[event]) as AudioStream
|
||||||
|
if stream == null:
|
||||||
|
return
|
||||||
|
_sfx_player.stream = stream
|
||||||
|
_sfx_player.play()
|
||||||
|
|
||||||
|
|
||||||
|
func set_music_volume(vol: float) -> void:
|
||||||
|
GameState.music_volume = vol
|
||||||
|
_active_player.volume_db = linear_to_db(vol)
|
||||||
|
|
||||||
|
|
||||||
|
func set_sfx_volume(vol: float) -> void:
|
||||||
|
GameState.sfx_volume = vol
|
||||||
|
_sfx_player.volume_db = linear_to_db(vol)
|
||||||
|
|
||||||
|
|
||||||
|
func get_current_floor() -> int:
|
||||||
|
return _current_floor
|
||||||
|
|
||||||
|
|
||||||
|
func _on_game_state_changed() -> void:
|
||||||
|
var floor: int = _derive_floor_from_room(GameState.current_room)
|
||||||
|
if floor != -1:
|
||||||
|
play_floor_music(floor)
|
||||||
|
|
||||||
|
|
||||||
|
func _derive_floor_from_room(room: String) -> int:
|
||||||
|
match room:
|
||||||
|
"reception", "giftshop", "restaurant", "emergency":
|
||||||
|
return 0
|
||||||
|
"xray", "pharmacy", "lab", "patient_rooms":
|
||||||
|
return 1
|
||||||
|
"ultrasound", "delivery_room", "nursery":
|
||||||
|
return 2
|
||||||
|
"garden_party":
|
||||||
|
return 3
|
||||||
|
return -1
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Run to verify PASS**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import
|
||||||
|
"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
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all previous tests pass + 12 new AudioManager tests pass. Total ≥ 208.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
|
||||||
|
git commit -m "feat(audio): add AudioManager with floor music cross-fade and SFX"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 3: RoomChest Tap Handler + SFX
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/objects/room_chest.gd`
|
||||||
|
- Modify: `test/unit/test_room_chest.gd` (append 2 tests)
|
||||||
|
|
||||||
|
Currently `RoomChest` has no input handler — tapping the chest does nothing. This task adds `_unhandled_input` with a helper `_get_press_position()` and wires the two chest SFX events.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Append failing tests to test_room_chest.gd**
|
||||||
|
|
||||||
|
Add at the end of `test/unit/test_room_chest.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_get_press_position_returns_position_for_screen_touch_pressed() -> void:
|
||||||
|
var chest: RoomChest = RoomChest.new()
|
||||||
|
add_child_autofree(chest)
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = true
|
||||||
|
event.position = Vector2(100.0, 200.0)
|
||||||
|
assert_eq(chest._get_press_position(event), Vector2(100.0, 200.0))
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_press_position_returns_inf_for_screen_touch_released() -> void:
|
||||||
|
var chest: RoomChest = RoomChest.new()
|
||||||
|
add_child_autofree(chest)
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = false
|
||||||
|
event.position = Vector2(100.0, 200.0)
|
||||||
|
assert_eq(chest._get_press_position(event), Vector2.INF)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run to verify FAIL**
|
||||||
|
|
||||||
|
```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
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: FAIL — `_get_press_position` not defined on RoomChest.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Update room_chest.gd**
|
||||||
|
|
||||||
|
The full updated file (replace existing content):
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## RoomChest — tappable storage node. Spawns HoldableItem/OutfitItem instances on demand.
|
||||||
|
## Items fly out with a tween. Receives items back via receive_item().
|
||||||
|
class_name RoomChest extends Node2D
|
||||||
|
|
||||||
|
signal items_spawned(chest: RoomChest)
|
||||||
|
signal item_received(chest: RoomChest, item_id: String)
|
||||||
|
|
||||||
|
const SPAWN_TWEEN_DURATION: float = 0.3
|
||||||
|
|
||||||
|
@export var chest_id: String = ""
|
||||||
|
@export var tap_radius: float = 50.0
|
||||||
|
|
||||||
|
var _spawned_items: Array[HoldableItem] = []
|
||||||
|
var _item_configs: Array[ChestItemData] = []
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_to_group("room_chests")
|
||||||
|
_item_configs = RoomChestConfig.get_items(chest_id)
|
||||||
|
if not chest_id.is_empty() and GameState.has_method("get_chest_state"):
|
||||||
|
if not GameState.get_chest_state(chest_id).is_empty():
|
||||||
|
call_deferred("spawn_items")
|
||||||
|
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
var press_pos: Vector2 = _get_press_position(event)
|
||||||
|
if press_pos == Vector2.INF:
|
||||||
|
return
|
||||||
|
var canvas_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * press_pos
|
||||||
|
if canvas_pos.distance_to(global_position) > tap_radius:
|
||||||
|
return
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
AudioManager.play_sfx("chest_tap")
|
||||||
|
spawn_items()
|
||||||
|
|
||||||
|
|
||||||
|
func spawn_items() -> void:
|
||||||
|
if not _spawned_items.is_empty():
|
||||||
|
return
|
||||||
|
AudioManager.play_sfx("item_spawn")
|
||||||
|
var parent: Node = get_parent()
|
||||||
|
for config: ChestItemData in _item_configs:
|
||||||
|
var item: HoldableItem = _create_item(config)
|
||||||
|
item.home_chest = self
|
||||||
|
if parent != null:
|
||||||
|
parent.add_child(item)
|
||||||
|
else:
|
||||||
|
add_child(item)
|
||||||
|
item.global_position = global_position
|
||||||
|
_spawned_items.append(item)
|
||||||
|
_tween_item_out(item, config.spawn_offset)
|
||||||
|
if GameState.has_method("set_chest_state"):
|
||||||
|
GameState.set_chest_state(chest_id, _get_spawned_ids())
|
||||||
|
items_spawned.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func receive_item(item: HoldableItem) -> void:
|
||||||
|
if not _spawned_items.has(item):
|
||||||
|
return
|
||||||
|
_spawned_items.erase(item)
|
||||||
|
if GameState.has_method("set_chest_state"):
|
||||||
|
if _spawned_items.is_empty():
|
||||||
|
GameState.clear_chest_state(chest_id)
|
||||||
|
else:
|
||||||
|
GameState.set_chest_state(chest_id, _get_spawned_ids())
|
||||||
|
item_received.emit(self, item.item_id)
|
||||||
|
_tween_item_in(item)
|
||||||
|
|
||||||
|
|
||||||
|
func are_items_spawned() -> bool:
|
||||||
|
return not _spawned_items.is_empty()
|
||||||
|
|
||||||
|
|
||||||
|
func get_spawned_count() -> int:
|
||||||
|
return _spawned_items.size()
|
||||||
|
|
||||||
|
|
||||||
|
func get_item_config_count() -> int:
|
||||||
|
return _item_configs.size()
|
||||||
|
|
||||||
|
|
||||||
|
func get_spawned_item(index: int) -> HoldableItem:
|
||||||
|
if index < 0 or index >= _spawned_items.size():
|
||||||
|
return null
|
||||||
|
return _spawned_items[index]
|
||||||
|
|
||||||
|
|
||||||
|
func _get_press_position(event: InputEvent) -> Vector2:
|
||||||
|
if event is InputEventScreenTouch and event.pressed:
|
||||||
|
return event.position
|
||||||
|
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||||
|
return event.position
|
||||||
|
return Vector2.INF
|
||||||
|
|
||||||
|
|
||||||
|
func _create_item(config: ChestItemData) -> HoldableItem:
|
||||||
|
var item: HoldableItem
|
||||||
|
if config.item_type == ChestItemData.ItemType.OUTFIT:
|
||||||
|
var outfit: OutfitItem = OutfitItem.new()
|
||||||
|
outfit.outfit_layer = config.outfit_layer
|
||||||
|
item = outfit
|
||||||
|
else:
|
||||||
|
item = HoldableItem.new()
|
||||||
|
item.item_id = config.item_id
|
||||||
|
return item
|
||||||
|
|
||||||
|
|
||||||
|
func _get_spawned_ids() -> Array[String]:
|
||||||
|
var ids: Array[String] = []
|
||||||
|
for item: HoldableItem in _spawned_items:
|
||||||
|
ids.append(item.item_id)
|
||||||
|
return ids
|
||||||
|
|
||||||
|
|
||||||
|
func _tween_item_out(item: HoldableItem, offset: Vector2) -> void:
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_property(item, "global_position", global_position + offset, SPAWN_TWEEN_DURATION)
|
||||||
|
|
||||||
|
|
||||||
|
func _tween_item_in(item: HoldableItem) -> void:
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_property(item, "global_position", global_position, SPAWN_TWEEN_DURATION)
|
||||||
|
tween.tween_callback(item.queue_free)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Run to verify 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
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass including 2 new `_get_press_position` tests. Total ≥ 210.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/objects/room_chest.gd test/unit/test_room_chest.gd
|
||||||
|
git commit -m "feat(audio): add tap handler and SFX to RoomChest"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 4: HoldableItem + OutfitItem SFX
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/objects/holdable_item.gd`
|
||||||
|
- Modify: `scripts/objects/outfit_item.gd`
|
||||||
|
|
||||||
|
Pure one-liner additions. No new tests — existing 196+ tests verify no regressions.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Update holdable_item.gd**
|
||||||
|
|
||||||
|
Replace the three methods `_on_drag_picked_up`, `_on_drag_released`, and `_try_return_to_chest` with the versions below. Everything else in the file stays identical.
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_picked_up(_pos: Vector2) -> void:
|
||||||
|
if is_in_hand_slot():
|
||||||
|
_detach_from_hand_slot()
|
||||||
|
AudioManager.play_sfx("item_drag_start")
|
||||||
|
item_picked_up.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
if _try_return_to_chest():
|
||||||
|
return
|
||||||
|
var result: Array = _find_nearest_free_hand_slot()
|
||||||
|
if not result.is_empty():
|
||||||
|
var character: Character = result[0] as Character
|
||||||
|
var hand: String = result[1] as String
|
||||||
|
character.attach_item(hand, self)
|
||||||
|
AudioManager.play_sfx("item_drop_hand")
|
||||||
|
else:
|
||||||
|
AudioManager.play_sfx("item_drop_floor")
|
||||||
|
item_placed.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func _try_return_to_chest() -> bool:
|
||||||
|
if home_chest == null:
|
||||||
|
return false
|
||||||
|
if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS:
|
||||||
|
return false
|
||||||
|
var chest: RoomChest = home_chest as RoomChest
|
||||||
|
if chest == null:
|
||||||
|
return false
|
||||||
|
AudioManager.play_sfx("item_return_chest")
|
||||||
|
chest.receive_item(self)
|
||||||
|
return true
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Update outfit_item.gd**
|
||||||
|
|
||||||
|
Replace `_on_drag_released` with:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
if _try_return_to_chest():
|
||||||
|
return
|
||||||
|
var character: Character = _find_nearest_character()
|
||||||
|
if character != null:
|
||||||
|
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
|
||||||
|
AudioManager.play_sfx("item_drop_outfit")
|
||||||
|
return
|
||||||
|
super._on_drag_released(_pos)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Run full test suite**
|
||||||
|
|
||||||
|
```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
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. Total ≥ 210 (no new tests added in this task).
|
||||||
|
|
||||||
|
- [ ] **Step 4: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/objects/holdable_item.gd scripts/objects/outfit_item.gd
|
||||||
|
git commit -m "feat(audio): wire SFX into HoldableItem and OutfitItem"
|
||||||
|
```
|
||||||
@@ -0,0 +1,347 @@
|
|||||||
|
# Sprint 20 — Navigation Integration 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:** Wire RoomNavigator → GameState → AudioManager so floor music switches automatically when the player navigates rooms. Fix the AudioManager.DEFAULT_MUSIC_VOLUME crash. Restore camera to saved room on game load.
|
||||||
|
|
||||||
|
**Architecture:** `GameState.set_current_room()` emits `state_changed`, which AudioManager already observes. `RoomNavigator` calls `set_current_room()` after every navigation. `main.gd` calls `RoomNavigator.go_to_room_by_name()` on start to restore camera. `AudioManager` gets the missing `DEFAULT_MUSIC_VOLUME` constant.
|
||||||
|
|
||||||
|
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 1: GameState.set_current_room + AudioManager constant + tests
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/autoload/GameState.gd`
|
||||||
|
- Modify: `scripts/autoload/AudioManager.gd`
|
||||||
|
- Modify: `test/unit/test_game_state.gd` (append 2 tests)
|
||||||
|
- Modify: `test/unit/test_audio_manager.gd` (append 1 test)
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing tests**
|
||||||
|
|
||||||
|
Append to `test/unit/test_game_state.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_set_current_room_updates_value() -> void:
|
||||||
|
GameState.set_current_room("xray")
|
||||||
|
assert_eq(GameState.current_room, "xray")
|
||||||
|
GameState.set_current_room("reception")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_current_room_emits_state_changed() -> void:
|
||||||
|
var signal_count: int = 0
|
||||||
|
GameState.state_changed.connect(func() -> void: signal_count += 1, CONNECT_ONE_SHOT)
|
||||||
|
GameState.set_current_room("pharmacy")
|
||||||
|
assert_eq(signal_count, 1)
|
||||||
|
GameState.set_current_room("reception")
|
||||||
|
```
|
||||||
|
|
||||||
|
Append to `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_default_music_volume_constant_is_0_6() -> void:
|
||||||
|
assert_eq(AudioManager.DEFAULT_MUSIC_VOLUME, 0.6)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```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-20-navigation-integration"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 3 new tests fail — `set_current_room` not defined, `DEFAULT_MUSIC_VOLUME` not defined.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add set_current_room to GameState.gd**
|
||||||
|
|
||||||
|
Add after `clear_chest_state`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func set_current_room(room: String) -> void:
|
||||||
|
current_room = room
|
||||||
|
state_changed.emit()
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Add DEFAULT_MUSIC_VOLUME to AudioManager.gd**
|
||||||
|
|
||||||
|
Add after the `CROSSFADE_DURATION` constant:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const DEFAULT_MUSIC_VOLUME: float = 0.6
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 5: Run → verify 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-20-navigation-integration"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all previous tests plus 3 new tests pass. Total ≥ 212.
|
||||||
|
|
||||||
|
- [ ] **Step 6: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/autoload/GameState.gd scripts/autoload/AudioManager.gd test/unit/test_game_state.gd test/unit/test_audio_manager.gd
|
||||||
|
git commit -m "feat(nav): add GameState.set_current_room and AudioManager.DEFAULT_MUSIC_VOLUME"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 2: RoomNavigator room names + navigation wiring + tests
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/systems/room_navigator.gd`
|
||||||
|
- Create: `test/unit/test_room_navigator.gd`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing tests**
|
||||||
|
|
||||||
|
Create `test/unit/test_room_navigator.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for RoomNavigator room name lookup and go_to_room_by_name.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func test_room_names_dict_has_eleven_entries() -> void:
|
||||||
|
assert_eq(RoomNavigator._ROOM_NAMES.size(), 11)
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_room_name_floor0_room0_is_reception() -> void:
|
||||||
|
assert_eq(RoomNavigator.get_room_name(0, 0), "reception")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_room_name_floor0_room3_is_emergency() -> void:
|
||||||
|
assert_eq(RoomNavigator.get_room_name(0, 3), "emergency")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_room_name_floor1_room2_is_lab() -> void:
|
||||||
|
assert_eq(RoomNavigator.get_room_name(1, 2), "lab")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_room_name_floor2_room1_is_delivery_room() -> void:
|
||||||
|
assert_eq(RoomNavigator.get_room_name(2, 1), "delivery_room")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_room_name_unknown_returns_empty_string() -> void:
|
||||||
|
assert_eq(RoomNavigator.get_room_name(99, 0), "")
|
||||||
|
assert_eq(RoomNavigator.get_room_name(0, 99), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_go_to_room_by_name_garden_party_sets_is_at_home() -> void:
|
||||||
|
RoomNavigator.go_to_room_by_name("garden_party")
|
||||||
|
assert_true(RoomNavigator.is_at_home())
|
||||||
|
RoomNavigator._is_at_home = false
|
||||||
|
|
||||||
|
|
||||||
|
func test_go_to_room_by_name_unknown_is_noop() -> void:
|
||||||
|
var floor_before: int = RoomNavigator.get_current_floor()
|
||||||
|
RoomNavigator.go_to_room_by_name("nonexistent_room_xyz")
|
||||||
|
assert_eq(RoomNavigator.get_current_floor(), floor_before)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
"F:/Development/_tools/Godot_v4.6.2-stable_win64/Godot_v4.6.2-stable_win64.exe" --headless --import --path "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-20-navigation-integration"
|
||||||
|
"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-20-navigation-integration"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: 8 new tests fail — `_ROOM_NAMES`, `get_room_name`, `go_to_room_by_name` not defined.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Update room_navigator.gd**
|
||||||
|
|
||||||
|
Full replacement:
|
||||||
|
|
||||||
|
```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
|
||||||
|
const HOME_ROOM_NAME: String = "garden_party"
|
||||||
|
|
||||||
|
const _ROOM_NAMES: Dictionary = {
|
||||||
|
Vector2i(0, 0): "reception",
|
||||||
|
Vector2i(0, 1): "giftshop",
|
||||||
|
Vector2i(0, 2): "restaurant",
|
||||||
|
Vector2i(0, 3): "emergency",
|
||||||
|
Vector2i(1, 0): "xray",
|
||||||
|
Vector2i(1, 1): "pharmacy",
|
||||||
|
Vector2i(1, 2): "lab",
|
||||||
|
Vector2i(1, 3): "patient_rooms",
|
||||||
|
Vector2i(2, 0): "ultrasound",
|
||||||
|
Vector2i(2, 1): "delivery_room",
|
||||||
|
Vector2i(2, 2): "nursery",
|
||||||
|
}
|
||||||
|
|
||||||
|
var _current_floor: int = 0
|
||||||
|
var _current_room: int = 0
|
||||||
|
var _is_at_home: bool = false
|
||||||
|
var _camera: Camera2D
|
||||||
|
var _active_tween: Tween
|
||||||
|
|
||||||
|
|
||||||
|
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 room_name: String = _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
|
||||||
|
if not room_name.is_empty():
|
||||||
|
GameState.set_current_room(room_name)
|
||||||
|
var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5
|
||||||
|
var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
|
||||||
|
if _active_tween != null:
|
||||||
|
_active_tween.kill()
|
||||||
|
_active_tween = create_tween()
|
||||||
|
_active_tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
_active_tween.set_trans(Tween.TRANS_SINE)
|
||||||
|
_active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
|
||||||
|
_active_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
|
||||||
|
GameState.set_current_room(HOME_ROOM_NAME)
|
||||||
|
if _active_tween != null:
|
||||||
|
_active_tween.kill()
|
||||||
|
_active_tween = create_tween()
|
||||||
|
_active_tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
_active_tween.set_trans(Tween.TRANS_SINE)
|
||||||
|
_active_tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION)
|
||||||
|
_active_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 room_name: String = _ROOM_NAMES.get(Vector2i(_current_floor, _current_room), "")
|
||||||
|
if not room_name.is_empty():
|
||||||
|
GameState.set_current_room(room_name)
|
||||||
|
var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
|
||||||
|
var target_y: float = _current_floor * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
|
||||||
|
if _active_tween != null:
|
||||||
|
_active_tween.kill()
|
||||||
|
_active_tween = create_tween()
|
||||||
|
_active_tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
_active_tween.set_trans(Tween.TRANS_SINE)
|
||||||
|
_active_tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
|
||||||
|
_active_tween.finished.connect(func() -> void: hospital_entered.emit())
|
||||||
|
|
||||||
|
|
||||||
|
func go_to_room_by_name(room_name: String) -> void:
|
||||||
|
if room_name == HOME_ROOM_NAME:
|
||||||
|
go_to_home()
|
||||||
|
return
|
||||||
|
for key: Vector2i in _ROOM_NAMES:
|
||||||
|
if _ROOM_NAMES[key] == room_name:
|
||||||
|
go_to_room(key.x, key.y)
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
func get_room_name(floor_index: int, room_index: int) -> String:
|
||||||
|
return _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
|
||||||
|
|
||||||
|
|
||||||
|
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 4: Run → verify 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-20-navigation-integration"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass including 8 new RoomNavigator tests. Total ≥ 220.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/systems/room_navigator.gd test/unit/test_room_navigator.gd
|
||||||
|
git commit -m "feat(nav): wire RoomNavigator to GameState.set_current_room and add room name lookup"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 3: main.gd camera restore on load
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/main/main.gd`
|
||||||
|
|
||||||
|
No new tests — camera tween is untestable (visual). Verified manually.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Update main.gd**
|
||||||
|
|
||||||
|
Replace the existing file:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Main — scene root: wires up RoomNavigator and restores saved character positions.
|
||||||
|
extends Node2D
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
RoomNavigator.initialize($Camera2D)
|
||||||
|
SaveManager.load_game()
|
||||||
|
AudioManager.set_music_volume(GameState.music_volume)
|
||||||
|
AudioManager.set_sfx_volume(GameState.sfx_volume)
|
||||||
|
_apply_saved_state()
|
||||||
|
RoomNavigator.go_to_room_by_name(GameState.current_room)
|
||||||
|
|
||||||
|
|
||||||
|
func _apply_saved_state() -> void:
|
||||||
|
for character in $Characters.get_children():
|
||||||
|
if character is Character and character.data != null:
|
||||||
|
if GameState.has_character_position(character.data.id):
|
||||||
|
character.global_position = GameState.get_character_position(character.data.id)
|
||||||
|
```
|
||||||
|
|
||||||
|
The only change: `RoomNavigator.go_to_room_by_name(GameState.current_room)` added at the end of `_ready()`. On a fresh game, `GameState.current_room = "reception"` so the camera starts at Floor 0, Reception — the correct default. On subsequent loads, it restores to wherever the player was.
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run full test suite**
|
||||||
|
|
||||||
|
```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-20-navigation-integration"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. No regressions.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/main/main.gd
|
||||||
|
git commit -m "feat(nav): restore camera to saved room on game load"
|
||||||
|
```
|
||||||
@@ -0,0 +1,291 @@
|
|||||||
|
# Sprint 21 — Interactive Object SFX 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 `AudioManager.play_sfx()` calls to all 6 tappable interactive objects, add 7 new SFX keys to `AudioManager._SFX_MAP`, and create placeholder audio files for each.
|
||||||
|
|
||||||
|
**Architecture:** Single `AudioManager.play_sfx("key")` call per trigger method, before the tween. New keys added to the existing `_SFX_MAP` constant. Placeholder 0-byte `.ogg` files committed so `ResourceLoader.exists()` returns true; `AudioServer.get_driver_name() == "Dummy"` guard in `play_sfx()` ensures headless tests don't crash on empty files.
|
||||||
|
|
||||||
|
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 1: Create 7 placeholder SFX files + update audio asset docs
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `assets/audio/sfx/xray_scan.ogg`
|
||||||
|
- Create: `assets/audio/sfx/tea_pour.ogg`
|
||||||
|
- Create: `assets/audio/sfx/cradle_rock.ogg`
|
||||||
|
- Create: `assets/audio/sfx/gift_open.ogg`
|
||||||
|
- Create: `assets/audio/sfx/ambulance_siren.ogg`
|
||||||
|
- Create: `assets/audio/sfx/delivery_cheer.ogg`
|
||||||
|
- Create: `assets/audio/sfx/object_tap.ogg`
|
||||||
|
- Modify: `docs/audio-assets-sprint19.md`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Create 7 empty placeholder files**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/xray_scan.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/tea_pour.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/cradle_rock.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/gift_open.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/ambulance_siren.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/delivery_cheer.ogg" -Force
|
||||||
|
New-Item -ItemType File "assets/audio/sfx/object_tap.ogg" -Force
|
||||||
|
```
|
||||||
|
|
||||||
|
All 0-byte. `ResourceLoader.exists()` returns true for these; `load()` is never called in headless mode due to the AudioServer Dummy guard already present in `play_sfx()`.
|
||||||
|
|
||||||
|
- [ ] **Step 2: Append Sprint 21 entries to `docs/audio-assets-sprint19.md`**
|
||||||
|
|
||||||
|
Append to the end of the existing file:
|
||||||
|
|
||||||
|
```markdown
|
||||||
|
|
||||||
|
## Sprint 21 — Interactive Object SFX
|
||||||
|
|
||||||
|
All CC0 or CC-BY from freesound.org. Replace placeholder 0-byte files with the downloads below.
|
||||||
|
|
||||||
|
| File | Description | Freesound suggestion |
|
||||||
|
|---|---|---|
|
||||||
|
| `assets/audio/sfx/xray_scan.ogg` | electrical hum / machine beep | search "xray machine beep" or "electrical hum short" |
|
||||||
|
| `assets/audio/sfx/tea_pour.ogg` | liquid pouring | search "liquid pour short" or "tea pouring" |
|
||||||
|
| `assets/audio/sfx/cradle_rock.ogg` | gentle creak / lullaby chime | search "gentle creak wood" or "lullaby chime" |
|
||||||
|
| `assets/audio/sfx/gift_open.ogg` | unwrapping / pop | search "gift unwrap" or "pop sound soft" |
|
||||||
|
| `assets/audio/sfx/ambulance_siren.ogg` | short siren sting <1.5s child-friendly | search "toy siren short" or "ambulance beep" |
|
||||||
|
| `assets/audio/sfx/delivery_cheer.ogg` | happy chime / fanfare | search "happy chime short" or "fanfare child" |
|
||||||
|
| `assets/audio/sfx/object_tap.ogg` | soft tap / click | search "soft tap" or "gentle click" |
|
||||||
|
|
||||||
|
All files must be <1.5 s, child-friendly (no harsh/loud sounds), mono or stereo, 44100 Hz, OGG Vorbis.
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add assets/audio/sfx/xray_scan.ogg assets/audio/sfx/tea_pour.ogg assets/audio/sfx/cradle_rock.ogg assets/audio/sfx/gift_open.ogg assets/audio/sfx/ambulance_siren.ogg assets/audio/sfx/delivery_cheer.ogg assets/audio/sfx/object_tap.ogg docs/audio-assets-sprint19.md
|
||||||
|
git commit -m "assets(sfx): add sprint-21 interactive object SFX placeholders"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 2: Add 7 new keys to AudioManager._SFX_MAP + test
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/autoload/AudioManager.gd`
|
||||||
|
- Modify: `test/unit/test_audio_manager.gd`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing test**
|
||||||
|
|
||||||
|
Append to `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func test_sfx_map_has_all_interactive_object_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("xray_scan"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("tea_pour"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("cradle_rock"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("gift_open"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("ambulance_siren"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("delivery_cheer"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("object_tap"))
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```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-21-object-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: `test_sfx_map_has_all_interactive_object_keys` fails — keys not in `_SFX_MAP`.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add 7 new keys to AudioManager._SFX_MAP**
|
||||||
|
|
||||||
|
In `scripts/autoload/AudioManager.gd`, replace the `_SFX_MAP` constant:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const _SFX_MAP: Dictionary = {
|
||||||
|
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
|
||||||
|
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
|
||||||
|
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
|
||||||
|
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
|
||||||
|
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
|
||||||
|
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
|
||||||
|
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
|
||||||
|
"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
|
||||||
|
"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
|
||||||
|
"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
|
||||||
|
"gift_open": "res://assets/audio/sfx/gift_open.ogg",
|
||||||
|
"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
|
||||||
|
"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
|
||||||
|
"object_tap": "res://assets/audio/sfx/object_tap.ogg",
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Run → verify 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-21-object-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all previous tests plus `test_sfx_map_has_all_interactive_object_keys` pass. Total ≥ 221.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
|
||||||
|
git commit -m "feat(sfx): add interactive object SFX keys to AudioManager._SFX_MAP"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 3: Wire play_sfx() into 6 interactive object scripts + base class
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/objects/interactive_object.gd`
|
||||||
|
- Modify: `scripts/objects/xray_machine.gd`
|
||||||
|
- Modify: `scripts/objects/tea_pot.gd`
|
||||||
|
- Modify: `scripts/objects/cradle.gd`
|
||||||
|
- Modify: `scripts/objects/gift_box.gd`
|
||||||
|
- Modify: `scripts/objects/ambulance.gd`
|
||||||
|
- Modify: `scripts/objects/delivery_bed.gd`
|
||||||
|
|
||||||
|
No new tests — these are single-line wiring calls. The AudioManager Dummy-driver guard makes headless tests safe (no crash on empty .ogg files). The existing test suite verifies nothing regresses.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Add object_tap to interactive_object.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/interactive_object.gd`, in `_trigger_interaction()`, add `AudioManager.play_sfx("object_tap")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _trigger_interaction() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
|
_set_state(State.ACTIVE)
|
||||||
|
object_interacted.emit(self)
|
||||||
|
GameState.set_object_state(object_id, "active")
|
||||||
|
_play_bounce_animation()
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Add xray_scan to xray_machine.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/xray_machine.gd`, in `_start_scan()`, add `AudioManager.play_sfx("xray_scan")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _start_scan() -> void:
|
||||||
|
AudioManager.play_sfx("xray_scan")
|
||||||
|
_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)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add tea_pour to tea_pot.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/tea_pot.gd`, in `_start_pouring()`, add `AudioManager.play_sfx("tea_pour")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _start_pouring() -> void:
|
||||||
|
AudioManager.play_sfx("tea_pour")
|
||||||
|
_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 4: Add cradle_rock to cradle.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/cradle.gd`, in `_start_rocking()`, add `AudioManager.play_sfx("cradle_rock")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _start_rocking() -> void:
|
||||||
|
AudioManager.play_sfx("cradle_rock")
|
||||||
|
_state = State.ROCKING
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
tween.set_trans(Tween.TRANS_SINE)
|
||||||
|
tween.tween_property(self, "rotation_degrees", ROCK_ANGLE, ROCK_DURATION)
|
||||||
|
tween.tween_property(self, "rotation_degrees", -ROCK_ANGLE, ROCK_DURATION)
|
||||||
|
tween.tween_property(self, "rotation_degrees", 0.0, ROCK_DURATION * 0.5)
|
||||||
|
tween.finished.connect(func() -> void: _state = State.IDLE)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 5: Add gift_open to gift_box.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/gift_box.gd`, in `_start_opening()`, add `AudioManager.play_sfx("gift_open")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _start_opening() -> void:
|
||||||
|
AudioManager.play_sfx("gift_open")
|
||||||
|
_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)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 6: Add ambulance_siren to ambulance.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/ambulance.gd`, in `_drive_in()`, add `AudioManager.play_sfx("ambulance_siren")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _drive_in() -> void:
|
||||||
|
AudioManager.play_sfx("ambulance_siren")
|
||||||
|
_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()
|
||||||
|
)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 7: Add delivery_cheer to delivery_bed.gd**
|
||||||
|
|
||||||
|
In `scripts/objects/delivery_bed.gd`, in `_start_arrival()`, add `AudioManager.play_sfx("delivery_cheer")` as the first line:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func _start_arrival() -> void:
|
||||||
|
AudioManager.play_sfx("delivery_cheer")
|
||||||
|
_state = State.MAMA_ARRIVING
|
||||||
|
var mama: Node2D = get_node_or_null("Mama") as Node2D
|
||||||
|
if mama == null:
|
||||||
|
_state = State.IDLE
|
||||||
|
return
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_OUT)
|
||||||
|
tween.set_trans(Tween.TRANS_QUAD)
|
||||||
|
tween.tween_property(mama, "position:x", MAMA_PARKED_X, ARRIVE_DURATION)
|
||||||
|
tween.finished.connect(_on_mama_arrived)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 8: 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-21-object-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. Total ≥ 221.
|
||||||
|
|
||||||
|
- [ ] **Step 9: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git add scripts/objects/interactive_object.gd scripts/objects/xray_machine.gd scripts/objects/tea_pot.gd scripts/objects/cradle.gd scripts/objects/gift_box.gd scripts/objects/ambulance.gd scripts/objects/delivery_bed.gd
|
||||||
|
git commit -m "feat(sfx): wire interactive object SFX to AudioManager.play_sfx"
|
||||||
|
```
|
||||||
@@ -0,0 +1,299 @@
|
|||||||
|
# Sprint 22 — Character & Ambient SFX 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 looping ambient heartbeat SFX to UltrasoundMachine (room-driven start/stop) and wire three character interaction sounds (pickup, tap, place) into `character.gd`.
|
||||||
|
|
||||||
|
**Architecture:** UltrasoundMachine owns its own `AudioStreamPlayer` with `stream.loop = true`, connected to `RoomNavigator.room_changed` — mirrors the Ambulance pattern. Character sounds use the existing `AudioManager.play_sfx()` one-shot path with 3 new `_SFX_MAP` keys.
|
||||||
|
|
||||||
|
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 1: Create 4 placeholder SFX files + update audio asset docs
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `assets/audio/sfx/ultrasound_heartbeat.ogg`
|
||||||
|
- Create: `assets/audio/sfx/character_pickup.ogg`
|
||||||
|
- Create: `assets/audio/sfx/character_place.ogg`
|
||||||
|
- Create: `assets/audio/sfx/character_tap.ogg`
|
||||||
|
- Modify: `docs/audio-assets-sprint19.md`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Create 4 empty placeholder files**
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/ultrasound_heartbeat.ogg"
|
||||||
|
New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_pickup.ogg"
|
||||||
|
New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_place.ogg"
|
||||||
|
New-Item -ItemType File -Force "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx/assets/audio/sfx/character_tap.ogg"
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Append Sprint 22 entries to `docs/audio-assets-sprint19.md`**
|
||||||
|
|
||||||
|
Append to the end of the file:
|
||||||
|
|
||||||
|
```markdown
|
||||||
|
|
||||||
|
## Sprint 22 — Character & Ambient SFX
|
||||||
|
|
||||||
|
All CC0 or CC-BY from freesound.org. Replace placeholder 0-byte files with the downloads below.
|
||||||
|
|
||||||
|
| File | Description | Freesound suggestion |
|
||||||
|
|---|---|---|
|
||||||
|
| `assets/audio/sfx/ultrasound_heartbeat.ogg` | soft beep/blip ~1s, loops seamlessly | search "heartbeat beep soft" or "medical monitor beep" |
|
||||||
|
| `assets/audio/sfx/character_pickup.ogg` | happy soft squeak / whoosh | search "cartoon pickup soft" or "whoosh gentle" |
|
||||||
|
| `assets/audio/sfx/character_place.ogg` | gentle thud / landing | search "soft thud" or "gentle landing" |
|
||||||
|
| `assets/audio/sfx/character_tap.ogg` | short happy chime / pop | search "happy chime short" or "cartoon pop soft" |
|
||||||
|
|
||||||
|
All files must be child-friendly (no harsh/loud sounds), mono or stereo, 44100 Hz, OGG Vorbis.
|
||||||
|
`ultrasound_heartbeat.ogg` must loop seamlessly (start and end points match).
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add assets/audio/sfx/ultrasound_heartbeat.ogg assets/audio/sfx/character_pickup.ogg assets/audio/sfx/character_place.ogg assets/audio/sfx/character_tap.ogg docs/audio-assets-sprint19.md
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "assets(sfx): add sprint-22 character and ambient SFX placeholders"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 2: Add 3 character SFX keys to AudioManager._SFX_MAP + test
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/autoload/AudioManager.gd`
|
||||||
|
- Modify: `test/unit/test_audio_manager.gd`
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing test**
|
||||||
|
|
||||||
|
Append to `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
|
||||||
|
|
||||||
|
func test_sfx_map_has_all_character_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_pickup"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_place"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_tap"))
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```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-22-character-ambient-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: `test_sfx_map_has_all_character_keys` fails — 3 keys missing from `_SFX_MAP`.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Add 3 keys to AudioManager._SFX_MAP**
|
||||||
|
|
||||||
|
In `scripts/autoload/AudioManager.gd`, replace the `_SFX_MAP` constant with:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const _SFX_MAP: Dictionary = {
|
||||||
|
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
|
||||||
|
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
|
||||||
|
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
|
||||||
|
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
|
||||||
|
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
|
||||||
|
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
|
||||||
|
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
|
||||||
|
"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
|
||||||
|
"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
|
||||||
|
"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
|
||||||
|
"gift_open": "res://assets/audio/sfx/gift_open.ogg",
|
||||||
|
"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
|
||||||
|
"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
|
||||||
|
"object_tap": "res://assets/audio/sfx/object_tap.ogg",
|
||||||
|
"character_pickup": "res://assets/audio/sfx/character_pickup.ogg",
|
||||||
|
"character_place": "res://assets/audio/sfx/character_place.ogg",
|
||||||
|
"character_tap": "res://assets/audio/sfx/character_tap.ogg",
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 4: Run → verify 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-22-character-ambient-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. Total Passing Tests ≥ 221.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/autoload/AudioManager.gd test/unit/test_audio_manager.gd
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): add character SFX keys to AudioManager._SFX_MAP"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 3: Wire character SFX into character.gd
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/characters/character.gd`
|
||||||
|
|
||||||
|
No new tests — single-line additions, AudioManager Dummy guard covers headless safety.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Edit `_on_drag_picked_up()`**
|
||||||
|
|
||||||
|
Current:
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_picked_up(pos: Vector2) -> void:
|
||||||
|
_is_held = true
|
||||||
|
_drag_start_position = pos
|
||||||
|
set_animation_state("held")
|
||||||
|
character_picked_up.emit(self)
|
||||||
|
```
|
||||||
|
|
||||||
|
Replace with:
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_picked_up(pos: Vector2) -> void:
|
||||||
|
AudioManager.play_sfx("character_pickup")
|
||||||
|
_is_held = true
|
||||||
|
_drag_start_position = pos
|
||||||
|
set_animation_state("held")
|
||||||
|
character_picked_up.emit(self)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Edit `_on_drag_released()` — tap branch and place branch**
|
||||||
|
|
||||||
|
Current:
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_released(pos: Vector2) -> void:
|
||||||
|
_is_held = false
|
||||||
|
var drag_distance: float = pos.distance_to(_drag_start_position)
|
||||||
|
if drag_distance < _TAP_THRESHOLD:
|
||||||
|
set_animation_state("idle")
|
||||||
|
_handle_outfit_tap()
|
||||||
|
return
|
||||||
|
set_animation_state("idle")
|
||||||
|
if data == null or data.id.is_empty():
|
||||||
|
return
|
||||||
|
GameState.set_character_position(character_id, global_position)
|
||||||
|
character_placed.emit(self, global_position)
|
||||||
|
```
|
||||||
|
|
||||||
|
Replace with:
|
||||||
|
```gdscript
|
||||||
|
func _on_drag_released(pos: Vector2) -> void:
|
||||||
|
_is_held = false
|
||||||
|
var drag_distance: float = pos.distance_to(_drag_start_position)
|
||||||
|
if drag_distance < _TAP_THRESHOLD:
|
||||||
|
AudioManager.play_sfx("character_tap")
|
||||||
|
set_animation_state("idle")
|
||||||
|
_handle_outfit_tap()
|
||||||
|
return
|
||||||
|
AudioManager.play_sfx("character_place")
|
||||||
|
set_animation_state("idle")
|
||||||
|
if data == null or data.id.is_empty():
|
||||||
|
return
|
||||||
|
GameState.set_character_position(character_id, global_position)
|
||||||
|
character_placed.emit(self, global_position)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 3: 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-22-character-ambient-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. Total ≥ 221.
|
||||||
|
|
||||||
|
- [ ] **Step 4: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/characters/character.gd
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): wire character pickup/tap/place SFX to AudioManager"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 4: UltrasoundMachine ambient heartbeat audio
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/objects/ultrasound_machine.gd`
|
||||||
|
|
||||||
|
No new tests — room-event-driven audio, mirrors Ambulance pattern (no per-SFX unit test for Ambulance either).
|
||||||
|
|
||||||
|
- [ ] **Step 1: Replace `ultrasound_machine.gd`**
|
||||||
|
|
||||||
|
Full replacement:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
|
||||||
|
## Plays looping ambient heartbeat audio when the ultrasound room is active.
|
||||||
|
class_name UltrasoundMachine extends Node2D
|
||||||
|
|
||||||
|
const BEAT_RISE_DURATION: float = 0.12
|
||||||
|
const BEAT_FALL_DURATION: float = 0.12
|
||||||
|
const BEAT_INTERVAL: float = 0.60
|
||||||
|
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
|
||||||
|
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
|
||||||
|
const _HEARTBEAT_PATH: String = "res://assets/audio/sfx/ultrasound_heartbeat.ogg"
|
||||||
|
|
||||||
|
@export var trigger_floor: int = 2
|
||||||
|
@export var trigger_room: int = 0
|
||||||
|
|
||||||
|
var _audio: AudioStreamPlayer
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_start_heartbeat_loop()
|
||||||
|
_setup_audio()
|
||||||
|
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 _setup_audio() -> void:
|
||||||
|
_audio = AudioStreamPlayer.new()
|
||||||
|
add_child(_audio)
|
||||||
|
if AudioServer.get_driver_name() == "Dummy":
|
||||||
|
return
|
||||||
|
if not ResourceLoader.exists(_HEARTBEAT_PATH):
|
||||||
|
return
|
||||||
|
var stream: AudioStreamOggVorbis = load(_HEARTBEAT_PATH) as AudioStreamOggVorbis
|
||||||
|
if stream == null:
|
||||||
|
return
|
||||||
|
stream.loop = true
|
||||||
|
_audio.stream = stream
|
||||||
|
|
||||||
|
|
||||||
|
func _on_room_changed(floor_index: int, room_index: int) -> void:
|
||||||
|
if _audio == null or _audio.stream == null:
|
||||||
|
return
|
||||||
|
if floor_index == trigger_floor and room_index == trigger_room:
|
||||||
|
_audio.play()
|
||||||
|
else:
|
||||||
|
_audio.stop()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_heartbeat_loop() -> void:
|
||||||
|
var dot: Node2D = get_node_or_null("HeartbeatDot") as Node2D
|
||||||
|
if dot == null:
|
||||||
|
return
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_loops()
|
||||||
|
tween.tween_property(dot, "scale", BEAT_SCALE_PEAK, BEAT_RISE_DURATION)
|
||||||
|
tween.tween_property(dot, "scale", BEAT_SCALE_REST, BEAT_FALL_DURATION)
|
||||||
|
tween.tween_interval(BEAT_INTERVAL)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **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-22-character-ambient-sfx"
|
||||||
|
```
|
||||||
|
|
||||||
|
Expected: all tests pass. Total ≥ 221.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" add scripts/objects/ultrasound_machine.gd
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-22-character-ambient-sfx" commit -m "feat(sfx): add looping ambient heartbeat to UltrasoundMachine"
|
||||||
|
```
|
||||||
@@ -0,0 +1,635 @@
|
|||||||
|
# Sprint 14 — Garden Party 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:** Complete the GardenParty scene with GiftBox auto-reset, Balloon pop/respawn, Cake cut/reset, and chair snap points for characters.
|
||||||
|
|
||||||
|
**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.
|
||||||
|
|
||||||
|
**Tech Stack:** GDScript 4 (static types), GUT v9.6.0, Godot 4.6.2.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 1: GiftBox RESETTING state
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Modify: `scripts/objects/gift_box.gd`
|
||||||
|
- Modify: `test/unit/test_gift_box.gd`
|
||||||
|
|
||||||
|
The `OPEN` state is removed. `RESETTING` replaces it: gift fades in, waits 3 s, then the lid closes and the box resets.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Update test file**
|
||||||
|
|
||||||
|
Replace the full contents of `test/unit/test_gift_box.gd` with:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for GiftBox — CLOSED/OPENING/RESETTING state machine transitions.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
var _box: GiftBox
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_box = preload("res://scenes/objects/GiftBox.tscn").instantiate() as GiftBox
|
||||||
|
add_child_autofree(_box)
|
||||||
|
|
||||||
|
|
||||||
|
func test_initial_state_is_closed() -> void:
|
||||||
|
assert_eq(_box._state, GiftBox.State.CLOSED)
|
||||||
|
|
||||||
|
|
||||||
|
func test_ready_hides_gift_node() -> void:
|
||||||
|
var gift: Node2D = _box.get_node("Gift") as Node2D
|
||||||
|
assert_eq(gift.modulate.a, 0.0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_start_opening_transitions_to_opening() -> void:
|
||||||
|
_box._start_opening()
|
||||||
|
assert_eq(_box._state, GiftBox.State.OPENING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_lid_opened_transitions_to_resetting() -> void:
|
||||||
|
_box._start_opening()
|
||||||
|
_box._on_lid_opened()
|
||||||
|
assert_eq(_box._state, GiftBox.State.RESETTING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_input_ignored_when_state_is_opening() -> void:
|
||||||
|
_box._state = GiftBox.State.OPENING
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = true
|
||||||
|
event.position = _box.global_position
|
||||||
|
_box._input(event)
|
||||||
|
assert_eq(_box._state, GiftBox.State.OPENING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_input_ignored_when_state_is_resetting() -> void:
|
||||||
|
_box._state = GiftBox.State.RESETTING
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = true
|
||||||
|
event.position = _box.global_position
|
||||||
|
_box._input(event)
|
||||||
|
assert_eq(_box._state, GiftBox.State.RESETTING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_tap_outside_hitbox_does_not_open() -> void:
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = true
|
||||||
|
event.position = _box.global_position + Vector2(200.0, 200.0)
|
||||||
|
_box._input(event)
|
||||||
|
assert_eq(_box._state, GiftBox.State.CLOSED)
|
||||||
|
|
||||||
|
|
||||||
|
func test_release_event_does_not_open() -> void:
|
||||||
|
var event: InputEventScreenTouch = InputEventScreenTouch.new()
|
||||||
|
event.pressed = false
|
||||||
|
event.position = _box.global_position
|
||||||
|
_box._input(event)
|
||||||
|
assert_eq(_box._state, GiftBox.State.CLOSED)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_reset_complete_transitions_to_closed() -> void:
|
||||||
|
_box._state = GiftBox.State.RESETTING
|
||||||
|
_box._on_reset_complete()
|
||||||
|
assert_eq(_box._state, GiftBox.State.CLOSED)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify failures**
|
||||||
|
|
||||||
|
```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: `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.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Replace `scripts/objects/gift_box.gd`**
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
|
||||||
|
## Auto-resets after RESET_DELAY seconds.
|
||||||
|
class_name GiftBox extends Node2D
|
||||||
|
|
||||||
|
enum State { CLOSED, OPENING, RESETTING }
|
||||||
|
|
||||||
|
const LID_OPEN_Y: float = -120.0
|
||||||
|
const CLOSED_LID_Y: float = -60.0
|
||||||
|
const OPEN_DURATION: float = 0.5
|
||||||
|
const GIFT_FADE_DURATION: float = 0.4
|
||||||
|
const RESET_DELAY: float = 3.0
|
||||||
|
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
|
||||||
|
var touch: InputEventScreenTouch = event as InputEventScreenTouch
|
||||||
|
if not touch.pressed:
|
||||||
|
return
|
||||||
|
var local: Vector2 = to_local(touch.position)
|
||||||
|
if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
|
||||||
|
return
|
||||||
|
_start_opening()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_opening() -> void:
|
||||||
|
AudioManager.play_sfx("gift_open")
|
||||||
|
_state = State.OPENING
|
||||||
|
var lid: Node2D = get_node_or_null("Lid") as Node2D
|
||||||
|
if lid == null:
|
||||||
|
_on_lid_opened()
|
||||||
|
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.RESETTING
|
||||||
|
var gift: Node2D = get_node_or_null("Gift") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
if gift != null:
|
||||||
|
tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
|
||||||
|
tween.tween_interval(RESET_DELAY)
|
||||||
|
tween.tween_callback(_start_close_lid)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_close_lid() -> void:
|
||||||
|
var lid: Node2D = get_node_or_null("Lid") as Node2D
|
||||||
|
var gift: Node2D = get_node_or_null("Gift") as Node2D
|
||||||
|
var tween: Tween = create_tween().set_parallel(true)
|
||||||
|
if lid != null:
|
||||||
|
tween.tween_property(lid, "position:y", CLOSED_LID_Y, OPEN_DURATION)
|
||||||
|
tween.tween_property(lid, "modulate:a", 1.0, OPEN_DURATION)
|
||||||
|
if gift != null:
|
||||||
|
tween.tween_property(gift, "modulate:a", 0.0, OPEN_DURATION)
|
||||||
|
tween.finished.connect(_on_reset_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_reset_complete() -> void:
|
||||||
|
_state = State.CLOSED
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **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, no regressions.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/gift_box.gd test/unit/test_gift_box.gd
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add GiftBox RESETTING auto-reset state"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 2: Balloon pop/respawn
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `scripts/objects/balloon.gd`
|
||||||
|
- Create: `test/unit/test_balloon.gd`
|
||||||
|
|
||||||
|
`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()`.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing test**
|
||||||
|
|
||||||
|
Create `test/unit/test_balloon.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for Balloon — state machine transitions.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
var _balloon: Balloon
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_balloon = Balloon.new()
|
||||||
|
add_child_autofree(_balloon)
|
||||||
|
|
||||||
|
|
||||||
|
func test_initial_state_is_idle() -> void:
|
||||||
|
assert_eq(_balloon._state, Balloon.State.IDLE)
|
||||||
|
|
||||||
|
|
||||||
|
func test_start_pop_transitions_to_popping() -> void:
|
||||||
|
_balloon._start_pop()
|
||||||
|
assert_eq(_balloon._state, Balloon.State.POPPING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_pop_complete_transitions_to_popped() -> void:
|
||||||
|
_balloon._on_pop_complete()
|
||||||
|
assert_eq(_balloon._state, Balloon.State.POPPED)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_respawn_complete_transitions_to_idle() -> void:
|
||||||
|
_balloon._state = Balloon.State.RESPAWNING
|
||||||
|
_balloon._on_respawn_complete()
|
||||||
|
assert_eq(_balloon._state, Balloon.State.IDLE)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```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 4 balloon tests FAIL — `Balloon` class not found.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Create `scripts/objects/balloon.gd`**
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Balloon — tap to pop, auto-respawns after a delay.
|
||||||
|
class_name Balloon extends Node2D
|
||||||
|
|
||||||
|
enum State { IDLE, POPPING, POPPED, RESPAWNING }
|
||||||
|
|
||||||
|
const POP_DURATION: float = 0.15
|
||||||
|
const RESPAWN_DURATION: float = 0.30
|
||||||
|
const RESPAWN_DELAY: float = 5.0
|
||||||
|
const BUTTON_HALF_SIZE: float = 20.0
|
||||||
|
|
||||||
|
var _state: State = State.IDLE
|
||||||
|
|
||||||
|
|
||||||
|
func _input(event: InputEvent) -> void:
|
||||||
|
if _state != State.IDLE:
|
||||||
|
return
|
||||||
|
if not event is InputEventScreenTouch:
|
||||||
|
return
|
||||||
|
var touch: InputEventScreenTouch = event as InputEventScreenTouch
|
||||||
|
if not touch.pressed:
|
||||||
|
return
|
||||||
|
var local: Vector2 = to_local(touch.position)
|
||||||
|
if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
|
||||||
|
return
|
||||||
|
_start_pop()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_pop() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
|
_state = State.POPPING
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_IN)
|
||||||
|
tween.set_trans(Tween.TRANS_BACK)
|
||||||
|
tween.tween_property(self, "scale", Vector2.ZERO, POP_DURATION)
|
||||||
|
tween.tween_callback(_on_pop_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_pop_complete() -> void:
|
||||||
|
_state = State.POPPED
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_interval(RESPAWN_DELAY)
|
||||||
|
tween.tween_callback(_start_respawn)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_respawn() -> void:
|
||||||
|
_state = State.RESPAWNING
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_OUT)
|
||||||
|
tween.set_trans(Tween.TRANS_BACK)
|
||||||
|
tween.tween_property(self, "scale", Vector2.ONE, RESPAWN_DURATION)
|
||||||
|
tween.tween_callback(_on_respawn_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_respawn_complete() -> void:
|
||||||
|
_state = State.IDLE
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **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 balloon tests.
|
||||||
|
|
||||||
|
- [ ] **Step 5: Commit**
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" add scripts/objects/balloon.gd test/unit/test_balloon.gd
|
||||||
|
git -C "F:/Development/_gameDev/Cozypaw-Hospital/.worktrees/sprint-14-garden-party" commit -m "feat(sprint-14): add Balloon pop/respawn state machine"
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Task 3: Cake cut/reset
|
||||||
|
|
||||||
|
**Files:**
|
||||||
|
- Create: `scripts/objects/cake.gd`
|
||||||
|
- Create: `test/unit/test_cake.gd`
|
||||||
|
|
||||||
|
`cake.gd` is attached directly to a `Node2D` in `GardenParty.tscn` (Task 4). It looks for a `"Slice"` child node.
|
||||||
|
|
||||||
|
- [ ] **Step 1: Write failing test**
|
||||||
|
|
||||||
|
Create `test/unit/test_cake.gd`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Tests for Cake — state machine transitions.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
var _cake: Cake
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_cake = Cake.new()
|
||||||
|
add_child_autofree(_cake)
|
||||||
|
|
||||||
|
|
||||||
|
func test_initial_state_is_whole() -> void:
|
||||||
|
assert_eq(_cake._state, Cake.State.WHOLE)
|
||||||
|
|
||||||
|
|
||||||
|
func test_start_cutting_transitions_to_cutting() -> void:
|
||||||
|
_cake._start_cutting()
|
||||||
|
assert_eq(_cake._state, Cake.State.CUTTING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_cut_complete_transitions_to_cut() -> void:
|
||||||
|
_cake._on_cut_complete()
|
||||||
|
assert_eq(_cake._state, Cake.State.CUT)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_reset_complete_transitions_to_whole() -> void:
|
||||||
|
_cake._state = Cake.State.RESETTING
|
||||||
|
_cake._on_reset_complete()
|
||||||
|
assert_eq(_cake._state, Cake.State.WHOLE)
|
||||||
|
```
|
||||||
|
|
||||||
|
- [ ] **Step 2: Run → verify FAIL**
|
||||||
|
|
||||||
|
```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 4 cake tests FAIL — `Cake` class not found.
|
||||||
|
|
||||||
|
- [ ] **Step 3: Create `scripts/objects/cake.gd`**
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
## Cake — tap to cut a slice, slice auto-respawns after a delay.
|
||||||
|
class_name Cake extends Node2D
|
||||||
|
|
||||||
|
enum State { WHOLE, CUTTING, CUT, RESETTING }
|
||||||
|
|
||||||
|
const CUT_DURATION: float = 0.3
|
||||||
|
const RESET_DURATION: float = 0.3
|
||||||
|
const RESET_DELAY: float = 3.0
|
||||||
|
const BUTTON_HALF_WIDTH: float = 40.0
|
||||||
|
const BUTTON_HALF_HEIGHT: float = 20.0
|
||||||
|
|
||||||
|
var _state: State = State.WHOLE
|
||||||
|
|
||||||
|
|
||||||
|
func _input(event: InputEvent) -> void:
|
||||||
|
if _state != State.WHOLE:
|
||||||
|
return
|
||||||
|
if not event is InputEventScreenTouch:
|
||||||
|
return
|
||||||
|
var touch: InputEventScreenTouch = event as InputEventScreenTouch
|
||||||
|
if not touch.pressed:
|
||||||
|
return
|
||||||
|
var local: Vector2 = to_local(touch.position)
|
||||||
|
if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
|
||||||
|
return
|
||||||
|
_start_cutting()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_cutting() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
|
_state = State.CUTTING
|
||||||
|
var slice: Node2D = get_node_or_null("Slice") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
if slice != null:
|
||||||
|
tween.tween_property(slice, "modulate:a", 0.0, CUT_DURATION)
|
||||||
|
tween.tween_callback(_on_cut_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_cut_complete() -> void:
|
||||||
|
_state = State.CUT
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_interval(RESET_DELAY)
|
||||||
|
tween.tween_callback(_start_reset)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_reset() -> void:
|
||||||
|
_state = State.RESETTING
|
||||||
|
var slice: Node2D = get_node_or_null("Slice") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
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"
|
||||||
|
```
|
||||||
@@ -0,0 +1,84 @@
|
|||||||
|
# Sprint 18 — Room Chests & Item Spawning Design Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Implement a `RoomChest` system: tappable storage nodes in every room that spawn `HoldableItem`/`OutfitItem` instances with a fly-out tween. Items persist in the world until manually dragged back to their chest. All 12 existing rooms get populated with placeholder items (string IDs, no textures yet).
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
### Data Layer
|
||||||
|
|
||||||
|
**`ChestItemData`** — `Resource` subclass, one entry per item slot in a chest.
|
||||||
|
|
||||||
|
| Field | Type | Purpose |
|
||||||
|
|---|---|---|
|
||||||
|
| `item_id` | `String` | Canonical item identifier, e.g. `"stethoscope"` |
|
||||||
|
| `item_type` | `String` | `"holdable"` or `"outfit"` |
|
||||||
|
| `outfit_layer` | `int` | 1–3, only relevant when `item_type == "outfit"` |
|
||||||
|
| `spawn_offset` | `Vector2` | Relative target position for fly-out tween |
|
||||||
|
|
||||||
|
**`RoomChest`** — `Node2D` subclass.
|
||||||
|
|
||||||
|
| Field | Type | Purpose |
|
||||||
|
|---|---|---|
|
||||||
|
| `chest_id` | `String` | Unique identifier, e.g. `"pharmacy_medicine"` |
|
||||||
|
| `items` | `Array[ChestItemData]` | Configured items for this chest |
|
||||||
|
| `_spawned_items` | `Array` | Currently live item nodes in the world |
|
||||||
|
|
||||||
|
### Spawn Behaviour
|
||||||
|
|
||||||
|
1. Player taps `RoomChest`.
|
||||||
|
2. If `_spawned_items` is not empty → no-op (already spawned).
|
||||||
|
3. Otherwise: for each `ChestItemData`, instantiate a `HoldableItem` or `OutfitItem` node. Set `item.home_chest = self`. Reparent to the room scene (not the chest). Tween `global_position` from `chest.global_position` to `chest.global_position + item_data.spawn_offset`.
|
||||||
|
|
||||||
|
### Return Behaviour
|
||||||
|
|
||||||
|
`HoldableItem._on_drag_released` checks (in priority order):
|
||||||
|
|
||||||
|
1. **Chest return** — if `home_chest != null` and `global_position.distance_to(home_chest.global_position) < CHEST_RETURN_RADIUS (80.0)`: tween back to chest → `home_chest.receive_item(self)` → `queue_free()`.
|
||||||
|
2. **Outfit apply** — existing OutfitItem logic (80 px body proximity).
|
||||||
|
3. **Hand slot attach** — existing HoldableItem logic (60 px hand slot proximity).
|
||||||
|
|
||||||
|
`RoomChest.receive_item(item: HoldableItem)` removes the item from `_spawned_items`.
|
||||||
|
|
||||||
|
### GameState v3
|
||||||
|
|
||||||
|
Extend `GameState` with `_chest_states: Dictionary` mapping `chest_id → Array[String]` of currently spawned `item_id`s. Persist in save data as `"version": 3`. Item positions within the room are **not** persisted (deliberate simplification). On load: if a chest has entries in `_chest_states`, re-spawn those items via the normal fly-out tween from the chest — they land at their configured `spawn_offset`, not their last dragged position.
|
||||||
|
|
||||||
|
## Room Population
|
||||||
|
|
||||||
|
All 12 existing room `.tscn` files get `RoomChest` nodes. No textures in this sprint — `item_id` strings only.
|
||||||
|
|
||||||
|
| Room | chest_id | item_ids |
|
||||||
|
|---|---|---|
|
||||||
|
| Reception | `reception_desk` | `clipboard`, `pen`, `bandage` |
|
||||||
|
| GiftShop | `giftshop_shelf` | `gift_box`, `ribbon`, `balloon` |
|
||||||
|
| Restaurant | `restaurant_counter` | `teacup`, `plate`, `spoon` |
|
||||||
|
| Emergency | `emergency_cabinet` | `bandage_roll`, `syringe`, `ice_pack` |
|
||||||
|
| XRay | `xray_cabinet` | `xray_sheet`, `lead_apron`*, `marker` |
|
||||||
|
| Pharmacy | `pharmacy_medicine` | `pill_bottle`, `syrup` |
|
||||||
|
| Pharmacy | `pharmacy_tools` | `mortar`, `spatula` |
|
||||||
|
| Lab | `lab_bench` | `test_tube`, `pipette`, `microscope_slide` |
|
||||||
|
| PatientRooms | `patient_cabinet` | `thermometer`, `stethoscope`*, `pillow` |
|
||||||
|
| Ultrasound | `ultrasound_cart` | `gel_tube`, `probe`, `towel` |
|
||||||
|
| DeliveryRoom | `delivery_cabinet` | `swaddle`*, `scissors`, `cord_clamp` |
|
||||||
|
| Nursery | `nursery_shelf` | `bottle`, `rattle`, `blanket`* |
|
||||||
|
| GardenParty | `garden_table` | `teapot`, `cake` |
|
||||||
|
| GardenParty | `garden_storage` | `confetti`, `party_hat` |
|
||||||
|
|
||||||
|
`*` = `item_type: "outfit"` (layer: `lead_apron`→1, `stethoscope`→2, `swaddle`→1, `blanket`→1)
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
- `test/unit/test_room_chest.gd` — unit tests for `RoomChest` and `ChestItemData`
|
||||||
|
- `test/unit/test_game_state.gd` — appended tests for GameState v3 chest state
|
||||||
|
- `test/unit/test_holdable_item.gd` — appended tests for chest-return priority
|
||||||
|
|
||||||
|
Tests follow GUT v9.6.0, `extends GutTest`, `add_child_autofree`.
|
||||||
|
|
||||||
|
## Out of Scope
|
||||||
|
|
||||||
|
- Item textures / sprites (Sprint 18 uses null textures throughout)
|
||||||
|
- Chest open/close sprite animation (visual polish, later sprint)
|
||||||
|
- Per-item sounds (AudioManager sprint)
|
||||||
|
- Chest state per save-slot (single save file, existing SaveManager)
|
||||||
@@ -0,0 +1,192 @@
|
|||||||
|
# Sprint 19 — AudioManager & SFX Design Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Implement an `AudioManager` autoload that provides background music (per floor, with cross-fade) and SFX feedback for all player interactions. Real audio assets sourced from freesound.org (CC0/CC-BY). All 7 SFX events and 4 music tracks wired up by end of sprint.
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
### AudioManager (Autoload)
|
||||||
|
|
||||||
|
`scripts/autoload/AudioManager.gd` — Node with three child AudioStreamPlayers:
|
||||||
|
|
||||||
|
```
|
||||||
|
AudioManager (Node)
|
||||||
|
├── MusicA (AudioStreamPlayer) # Cross-fade ping-pong player A
|
||||||
|
├── MusicB (AudioStreamPlayer) # Cross-fade ping-pong player B
|
||||||
|
└── SfxPlayer (AudioStreamPlayer) # Single SFX player (no polyphony this sprint)
|
||||||
|
```
|
||||||
|
|
||||||
|
**Startup:** reads `GameState.music_volume` and `GameState.sfx_volume`, applies to players. Connects to `GameState.state_changed`.
|
||||||
|
|
||||||
|
**`_on_game_state_changed()`:** reads `GameState.current_room`, calls `_derive_floor_from_room()`, compares to `_current_floor`. If floor changed → `play_floor_music(new_floor)`.
|
||||||
|
|
||||||
|
**`play_floor_music(floor: int) -> void`:** public API. If `floor == _current_floor` → no-op. Otherwise: inactive player loads new stream, tweens volume from 0 → `GameState.music_volume` over 0.8 s; active player tweens volume → 0 over 0.8 s, then stops. Players swap active/inactive roles.
|
||||||
|
|
||||||
|
**`play_sfx(event: String) -> void`:** looks up event key in `_SFX_MAP: Dictionary`, loads stream, plays on `SfxPlayer`. Volume = `GameState.sfx_volume`.
|
||||||
|
|
||||||
|
**`set_music_volume(vol: float) -> void`** and **`set_sfx_volume(vol: float) -> void`:** update `GameState` and apply immediately to active players.
|
||||||
|
|
||||||
|
**`get_current_floor() -> int`:** returns `_current_floor` (-1 if none set).
|
||||||
|
|
||||||
|
### Internal State
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
var _current_floor: int = -1
|
||||||
|
var _active_player: AudioStreamPlayer # points to MusicA or MusicB
|
||||||
|
```
|
||||||
|
|
||||||
|
### Floor Derivation
|
||||||
|
|
||||||
|
`_derive_floor_from_room(room: String) -> int` — pure function, no side effects:
|
||||||
|
|
||||||
|
| Room strings | Floor |
|
||||||
|
|---|---|
|
||||||
|
| `"reception"`, `"giftshop"`, `"restaurant"`, `"emergency"` | `0` |
|
||||||
|
| `"xray"`, `"pharmacy"`, `"lab"`, `"patient_rooms"` | `1` |
|
||||||
|
| `"ultrasound"`, `"delivery_room"`, `"nursery"` | `2` |
|
||||||
|
| `"garden_party"` | `3` |
|
||||||
|
| anything else | `-1` |
|
||||||
|
|
||||||
|
## SFX Event Mapping
|
||||||
|
|
||||||
|
| Event key | Trigger location | When |
|
||||||
|
|---|---|---|
|
||||||
|
| `chest_tap` | `room_chest.gd` | Chest tapped, before spawn |
|
||||||
|
| `item_spawn` | `room_chest.gd` | Item tween starts (fly-out) |
|
||||||
|
| `item_drag_start` | `holdable_item.gd` | `_on_drag_picked_up` |
|
||||||
|
| `item_drop_hand` | `holdable_item.gd` | Item attached to hand slot |
|
||||||
|
| `item_drop_outfit` | `outfit_item.gd` | Outfit applied to character |
|
||||||
|
| `item_return_chest` | `holdable_item.gd` | `_try_return_to_chest` succeeds |
|
||||||
|
| `item_drop_floor` | `holdable_item.gd` | `_on_drag_released` — no target found |
|
||||||
|
|
||||||
|
All calls: `AudioManager.play_sfx("event_key")` (autoload, one line, no wiring).
|
||||||
|
|
||||||
|
## Asset Specification
|
||||||
|
|
||||||
|
### Directory Layout
|
||||||
|
|
||||||
|
```
|
||||||
|
assets/audio/music/
|
||||||
|
floor_0.ogg
|
||||||
|
floor_1.ogg
|
||||||
|
floor_2.ogg
|
||||||
|
floor_3.ogg
|
||||||
|
assets/audio/sfx/
|
||||||
|
chest_tap.ogg
|
||||||
|
item_spawn.ogg
|
||||||
|
item_drag_start.ogg
|
||||||
|
item_drop_hand.ogg
|
||||||
|
item_drop_outfit.ogg
|
||||||
|
item_return_chest.ogg
|
||||||
|
item_drop_floor.ogg
|
||||||
|
```
|
||||||
|
|
||||||
|
### Music — freesound.org Search Terms
|
||||||
|
|
||||||
|
| File | Search terms | Character |
|
||||||
|
|---|---|---|
|
||||||
|
| `floor_0.ogg` | `"children hospital happy loop"` | Heiter, belebte Lobby |
|
||||||
|
| `floor_1.ogg` | `"calm medical ambient loop"` | Ruhig, klinisch |
|
||||||
|
| `floor_2.ogg` | `"nursery lullaby gentle loop"` | Sanft, Wiegenlied |
|
||||||
|
| `floor_3.ogg` | `"garden birds outdoor loop"` | Draußen, Vogelgezwitscher |
|
||||||
|
|
||||||
|
Requirements: CC0 or CC-BY, loopable (seamless start/end), 30–60 s duration, `.ogg` or convertible.
|
||||||
|
|
||||||
|
### SFX — freesound.org Search Terms
|
||||||
|
|
||||||
|
| File | Search terms | Target duration |
|
||||||
|
|---|---|---|
|
||||||
|
| `chest_tap.ogg` | `"wooden box tap"` | < 0.3 s |
|
||||||
|
| `item_spawn.ogg` | `"soft whoosh pop"` | < 0.5 s |
|
||||||
|
| `item_drag_start.ogg` | `"soft pickup"` | < 0.3 s |
|
||||||
|
| `item_drop_hand.ogg` | `"light click"` | < 0.2 s |
|
||||||
|
| `item_drop_outfit.ogg` | `"fabric swoosh"` | < 0.5 s |
|
||||||
|
| `item_return_chest.ogg` | `"soft click"` | < 0.2 s |
|
||||||
|
| `item_drop_floor.ogg` | `"light thud"` | < 0.3 s |
|
||||||
|
|
||||||
|
Requirements: CC0 or CC-BY, child-appropriate, no startling sounds.
|
||||||
|
|
||||||
|
### SFX Map in Code
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const _SFX_MAP: Dictionary = {
|
||||||
|
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
|
||||||
|
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
|
||||||
|
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
|
||||||
|
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
|
||||||
|
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
|
||||||
|
"item_return_chest":"res://assets/audio/sfx/item_return_chest.ogg",
|
||||||
|
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Music Map in Code
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const _MUSIC_MAP: Dictionary = {
|
||||||
|
0: "res://assets/audio/music/floor_0.ogg",
|
||||||
|
1: "res://assets/audio/music/floor_1.ogg",
|
||||||
|
2: "res://assets/audio/music/floor_2.ogg",
|
||||||
|
3: "res://assets/audio/music/floor_3.ogg",
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Integration with Existing Scripts
|
||||||
|
|
||||||
|
### room_chest.gd
|
||||||
|
|
||||||
|
Add two `AudioManager.play_sfx()` calls:
|
||||||
|
|
||||||
|
1. In the chest tap handler (before spawn guard): `AudioManager.play_sfx("chest_tap")`
|
||||||
|
2. In `spawn_items()`, at the start of each item's tween: `AudioManager.play_sfx("item_spawn")`
|
||||||
|
|
||||||
|
### holdable_item.gd
|
||||||
|
|
||||||
|
- `_on_drag_picked_up`: add `AudioManager.play_sfx("item_drag_start")`
|
||||||
|
- `_try_return_to_chest` (on success, before tween): add `AudioManager.play_sfx("item_return_chest")`
|
||||||
|
- `_on_drag_released` (after hand slot attach): add `AudioManager.play_sfx("item_drop_hand")`
|
||||||
|
- `_on_drag_released` (no target branch): add `AudioManager.play_sfx("item_drop_floor")`
|
||||||
|
|
||||||
|
### outfit_item.gd
|
||||||
|
|
||||||
|
- `_on_drag_released` (after `apply_outfit_item` call): add `AudioManager.play_sfx("item_drop_outfit")`
|
||||||
|
|
||||||
|
### project.godot
|
||||||
|
|
||||||
|
Add `AudioManager` to the autoload list:
|
||||||
|
```
|
||||||
|
[autoload]
|
||||||
|
AudioManager="*res://scripts/autoload/AudioManager.gd"
|
||||||
|
```
|
||||||
|
|
||||||
|
## GameState Integration
|
||||||
|
|
||||||
|
`AudioManager` observes `GameState.state_changed`. No changes to `GameState` are required — `music_volume` and `sfx_volume` are already persisted in v3.
|
||||||
|
|
||||||
|
`set_music_volume` / `set_sfx_volume` write back to `GameState` so values persist on save.
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
**File:** `test/unit/test_audio_manager.gd`
|
||||||
|
|
||||||
|
Testable (pure logic, no actual audio):
|
||||||
|
- `_derive_floor_from_room()` — all 12 room strings → correct floor int
|
||||||
|
- `_derive_floor_from_room("unknown")` → `-1`
|
||||||
|
- `play_floor_music()` with same floor → `_current_floor` unchanged (no-op)
|
||||||
|
- `get_current_floor()` → returns `-1` before any music played
|
||||||
|
- `play_sfx()` with unknown key → no crash (guard required)
|
||||||
|
|
||||||
|
Not testable (manual on device):
|
||||||
|
- Actual audio playback
|
||||||
|
- Cross-fade quality and timing
|
||||||
|
- Volume balance SFX vs. music
|
||||||
|
- Loop seamlessness
|
||||||
|
|
||||||
|
## Out of Scope
|
||||||
|
|
||||||
|
- Polyphonic SFX (multiple simultaneous sounds)
|
||||||
|
- Per-room music (12 tracks) — floor-level is sufficient for this sprint
|
||||||
|
- Character voice sounds (Häschen-Schnuffeln, Kätzchen-Miau) — separate sprint
|
||||||
|
- Settings UI for volume sliders — volume API exists, UI in a later sprint
|
||||||
|
- AudioBus setup (Master/Music/SFX buses) — single bus is sufficient for now
|
||||||
@@ -0,0 +1,99 @@
|
|||||||
|
# Sprint 20 — Navigation-Integration Design Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Close the loop between RoomNavigator, GameState, and AudioManager. Three concrete bugs:
|
||||||
|
1. `AudioManager.DEFAULT_MUSIC_VOLUME` missing → HUD crashes on music toggle
|
||||||
|
2. `GameState.current_room` never updated during gameplay → floor music never switches
|
||||||
|
3. Camera not restored to saved room on game load
|
||||||
|
|
||||||
|
## Changes
|
||||||
|
|
||||||
|
### GameState
|
||||||
|
|
||||||
|
Add `set_current_room(room: String) -> void`:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
func set_current_room(room: String) -> void:
|
||||||
|
current_room = room
|
||||||
|
state_changed.emit()
|
||||||
|
```
|
||||||
|
|
||||||
|
GameState already persists `current_room` in `get_save_data()` / `apply_save_data()`. No version bump needed — structure unchanged.
|
||||||
|
|
||||||
|
### RoomNavigator
|
||||||
|
|
||||||
|
Add room name lookup and call `GameState.set_current_room()` on every navigation:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const _ROOM_NAMES: Dictionary = {
|
||||||
|
Vector2i(0, 0): "reception",
|
||||||
|
Vector2i(0, 1): "giftshop",
|
||||||
|
Vector2i(0, 2): "restaurant",
|
||||||
|
Vector2i(0, 3): "emergency",
|
||||||
|
Vector2i(1, 0): "xray",
|
||||||
|
Vector2i(1, 1): "pharmacy",
|
||||||
|
Vector2i(1, 2): "lab",
|
||||||
|
Vector2i(1, 3): "patient_rooms",
|
||||||
|
Vector2i(2, 0): "ultrasound",
|
||||||
|
Vector2i(2, 1): "delivery_room",
|
||||||
|
Vector2i(2, 2): "nursery",
|
||||||
|
}
|
||||||
|
const HOME_ROOM_NAME: String = "garden_party"
|
||||||
|
```
|
||||||
|
|
||||||
|
`go_to_room(floor_index, room_index)` → after setting internal state, call `GameState.set_current_room(_ROOM_NAMES.get(Vector2i(floor_index, room_index), ""))`.
|
||||||
|
|
||||||
|
`go_to_home()` → `GameState.set_current_room(HOME_ROOM_NAME)`.
|
||||||
|
|
||||||
|
`go_to_hospital()` → `GameState.set_current_room(_ROOM_NAMES.get(Vector2i(_current_floor, _current_room), ""))`.
|
||||||
|
|
||||||
|
Add public `get_room_name(floor_index: int, room_index: int) -> String` — returns the room name or `""`.
|
||||||
|
|
||||||
|
Add `go_to_room_by_name(room_name: String) -> void` — reverse lookup: if `room_name == HOME_ROOM_NAME`, call `go_to_home()`; otherwise search `_ROOM_NAMES` for matching value and call `go_to_room()`.
|
||||||
|
|
||||||
|
### AudioManager
|
||||||
|
|
||||||
|
Add missing constant:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
const DEFAULT_MUSIC_VOLUME: float = 0.6
|
||||||
|
```
|
||||||
|
|
||||||
|
No other changes — the existing `_on_game_state_changed()` observer already handles room-based music switching correctly once `GameState.set_current_room()` is wired up.
|
||||||
|
|
||||||
|
### main.gd
|
||||||
|
|
||||||
|
After `SaveManager.load_game()`, restore camera to the saved room:
|
||||||
|
|
||||||
|
```gdscript
|
||||||
|
RoomNavigator.go_to_room_by_name(GameState.current_room)
|
||||||
|
```
|
||||||
|
|
||||||
|
(Called without tween wait — camera teleports to saved position on startup, no animation.)
|
||||||
|
|
||||||
|
To suppress the cross-fade animation on startup (no music cross-fade before the initial room is set), `go_to_room_by_name` passes a flag or AudioManager's `_current_floor` is -1 so the first `play_floor_music` call is treated as initial — this already works correctly since `_current_floor` starts at -1.
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
**`test/unit/test_game_state.gd`** — append:
|
||||||
|
- `test_set_current_room_updates_value` — calls `set_current_room("xray")`, asserts `current_room == "xray"`
|
||||||
|
- `test_set_current_room_emits_state_changed` — connects to `state_changed`, calls `set_current_room`, verifies signal fired
|
||||||
|
|
||||||
|
**`test/unit/test_room_navigator.gd`** — new file:
|
||||||
|
- `test_room_names_dict_has_eleven_entries`
|
||||||
|
- `test_get_room_name_floor0_room0_is_reception`
|
||||||
|
- `test_get_room_name_floor1_room2_is_lab`
|
||||||
|
- `test_get_room_name_floor2_room1_is_delivery_room`
|
||||||
|
- `test_get_room_name_unknown_returns_empty`
|
||||||
|
- `test_go_to_room_by_name_sets_home_for_garden_party` — verifies `is_at_home()` after call
|
||||||
|
- `test_go_to_room_by_name_unknown_is_noop` — no crash, no state change
|
||||||
|
|
||||||
|
**`test/unit/test_audio_manager.gd`** — append:
|
||||||
|
- `test_default_music_volume_constant_is_0_6` — asserts `AudioManager.DEFAULT_MUSIC_VOLUME == 0.6`
|
||||||
|
|
||||||
|
## Out of Scope
|
||||||
|
|
||||||
|
- Camera pan animation on game restore (instant teleport is sufficient)
|
||||||
|
- Floor 2 home button wiring (navigation_arrow for garden already exists in Main.tscn)
|
||||||
|
- Room-within-floor persistence beyond the existing `current_room` string
|
||||||
@@ -0,0 +1,61 @@
|
|||||||
|
# Sprint 21 — Interactive Object SFX Design Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Add SFX to all 6 tappable interactive objects. Each object makes a sound when its animation starts — XRay scan, TeaPot pour, Cradle rock, GiftBox open, Ambulance drive-in, DeliveryBed mama arrival. UltrasoundMachine is excluded (continuous auto-loop, not tap-triggered).
|
||||||
|
|
||||||
|
## New SFX Events
|
||||||
|
|
||||||
|
7 new events added to `AudioManager._SFX_MAP`:
|
||||||
|
|
||||||
|
| Event key | Object | Trigger |
|
||||||
|
|---|---|---|
|
||||||
|
| `xray_scan` | XRayMachine | `_start_scan()` |
|
||||||
|
| `tea_pour` | TeaPot | `_start_pouring()` |
|
||||||
|
| `cradle_rock` | Cradle | `_start_rocking()` |
|
||||||
|
| `gift_open` | GiftBox | `_start_opening()` |
|
||||||
|
| `ambulance_siren` | Ambulance | `_drive_in()` |
|
||||||
|
| `delivery_cheer` | DeliveryBed | mama arrives (`_start_mama_arriving()`) |
|
||||||
|
| `object_tap` | Generic fallback | any tap on InteractiveObject base |
|
||||||
|
|
||||||
|
## Asset Specification
|
||||||
|
|
||||||
|
New files:
|
||||||
|
|
||||||
|
```
|
||||||
|
assets/audio/sfx/xray_scan.ogg — electrical hum / machine beep
|
||||||
|
assets/audio/sfx/tea_pour.ogg — liquid pouring
|
||||||
|
assets/audio/sfx/cradle_rock.ogg — gentle creak / lullaby chime
|
||||||
|
assets/audio/sfx/gift_open.ogg — unwrapping / pop
|
||||||
|
assets/audio/sfx/ambulance_siren.ogg — short siren sting (<1.5s, child-friendly)
|
||||||
|
assets/audio/sfx/delivery_cheer.ogg — happy chime / fanfare
|
||||||
|
assets/audio/sfx/object_tap.ogg — soft tap / click
|
||||||
|
```
|
||||||
|
|
||||||
|
All CC0 or CC-BY from freesound.org. Placeholder 0-byte files committed; real downloads documented in `docs/audio-assets-sprint19.md` (extend existing file).
|
||||||
|
|
||||||
|
## Integration Points
|
||||||
|
|
||||||
|
Each is a single `AudioManager.play_sfx("key")` call at the start of the action:
|
||||||
|
|
||||||
|
- `xray_machine.gd` → in `_start_scan()`, before tween
|
||||||
|
- `tea_pot.gd` → in `_start_pouring()`, before tween
|
||||||
|
- `cradle.gd` → in `_start_rocking()`, before tween
|
||||||
|
- `gift_box.gd` → in `_start_opening()` (the method that starts the animation)
|
||||||
|
- `ambulance.gd` → in the drive-in animation method, before tween
|
||||||
|
- `delivery_bed.gd` → when mama starts arriving, before tween
|
||||||
|
- `interactive_object.gd` → in the base tap handler if one exists (object_tap)
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
Append to `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
- `test_sfx_map_has_all_interactive_object_keys` — verifies all 7 new keys exist in `_SFX_MAP`
|
||||||
|
|
||||||
|
No per-object unit tests for SFX wiring — the calls are single-line, and the AudioManager Dummy-driver guard makes headless tests safe.
|
||||||
|
|
||||||
|
## Out of Scope
|
||||||
|
|
||||||
|
- UltrasoundMachine heartbeat sound (continuous loop, separate sprint)
|
||||||
|
- Character reaction sounds (Häschen/Kätzchen — separate sprint)
|
||||||
|
- Per-state-transition sounds (e.g., XRay completion sound)
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
# Sprint 22 — Character & Ambient SFX Design Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Two deferred SFX items from Sprint 21:
|
||||||
|
|
||||||
|
1. **UltrasoundMachine ambient heartbeat** — continuous looping audio that starts when the player enters the ultrasound room and stops when they leave.
|
||||||
|
2. **Character SFX** — pickup, place, and tap sounds wired into `character.gd`.
|
||||||
|
|
||||||
|
## New SFX Events
|
||||||
|
|
||||||
|
### AudioManager._SFX_MAP additions (3 new keys)
|
||||||
|
|
||||||
|
| Event key | Trigger |
|
||||||
|
|---|---|
|
||||||
|
| `character_pickup` | `Character._on_drag_picked_up()` |
|
||||||
|
| `character_place` | `Character._on_drag_released()` — drag distance ≥ tap threshold |
|
||||||
|
| `character_tap` | `Character._on_drag_released()` — drag distance < tap threshold |
|
||||||
|
|
||||||
|
### UltrasoundMachine (self-managed, not via _SFX_MAP)
|
||||||
|
|
||||||
|
The heartbeat is a looping ambient sound owned by the `UltrasoundMachine` node itself. It does not go through `AudioManager.play_sfx()` — that path is for one-shot SFX. Instead, `UltrasoundMachine` creates its own `AudioStreamPlayer` child, sets `stream.loop = true` at runtime, and starts/stops it in response to `RoomNavigator.room_changed`.
|
||||||
|
|
||||||
|
## Asset Specification
|
||||||
|
|
||||||
|
New files:
|
||||||
|
|
||||||
|
```
|
||||||
|
assets/audio/sfx/ultrasound_heartbeat.ogg — soft beep/blip, ~1s, loops seamlessly
|
||||||
|
assets/audio/sfx/character_pickup.ogg — happy soft squeak / whoosh
|
||||||
|
assets/audio/sfx/character_place.ogg — gentle thud / landing
|
||||||
|
assets/audio/sfx/character_tap.ogg — short happy chime / pop
|
||||||
|
```
|
||||||
|
|
||||||
|
All CC0 or CC-BY from freesound.org. Placeholder 0-byte files committed; real downloads documented in `docs/audio-assets-sprint19.md` (extend existing file).
|
||||||
|
|
||||||
|
## Integration Points
|
||||||
|
|
||||||
|
### UltrasoundMachine (`scripts/objects/ultrasound_machine.gd`)
|
||||||
|
|
||||||
|
Full replacement. New behaviour:
|
||||||
|
|
||||||
|
- `@export var trigger_floor: int = 2` and `@export var trigger_room: int = 0` (matches ultrasound room position in `_ROOM_NAMES`)
|
||||||
|
- In `_ready()`: create `AudioStreamPlayer` child, load stream with `loop = true`, connect to `RoomNavigator.room_changed`
|
||||||
|
- In `_on_room_changed(floor_index, room_index)`: if matches trigger position → `_audio.play()`, else → `_audio.stop()`
|
||||||
|
- `AudioServer.get_driver_name() == "Dummy"` guard wraps all audio operations
|
||||||
|
- `_exit_tree()`: disconnect signal (mirrors Ambulance pattern)
|
||||||
|
- Volume is inherited from the bus (no explicit volume set — ambient heartbeat is soft by design)
|
||||||
|
|
||||||
|
### Character (`scripts/characters/character.gd`)
|
||||||
|
|
||||||
|
Three one-liner additions:
|
||||||
|
|
||||||
|
- `_on_drag_picked_up()` → `AudioManager.play_sfx("character_pickup")` as first line
|
||||||
|
- `_on_drag_released()` tap branch → `AudioManager.play_sfx("character_tap")` before `_handle_outfit_tap()`
|
||||||
|
- `_on_drag_released()` place branch → `AudioManager.play_sfx("character_place")` before `character_placed.emit()`
|
||||||
|
|
||||||
|
## Testing
|
||||||
|
|
||||||
|
Append to `test/unit/test_audio_manager.gd`:
|
||||||
|
|
||||||
|
- `test_sfx_map_has_all_character_keys` — verifies `character_pickup`, `character_place`, `character_tap` exist in `_SFX_MAP`
|
||||||
|
|
||||||
|
No unit test for UltrasoundMachine audio start/stop — the trigger is room-navigation-driven and mirrors the Ambulance pattern (which also has no per-SFX unit test).
|
||||||
|
|
||||||
|
## Out of Scope
|
||||||
|
|
||||||
|
- Per-state-transition character sounds (e.g., happy sound when healed — separate sprint)
|
||||||
|
- Room-specific ambient audio for other rooms
|
||||||
|
- UltrasoundMachine volume linked to `GameState.sfx_volume` (ambient bus handles this via AudioServer)
|
||||||
@@ -0,0 +1,152 @@
|
|||||||
|
# Sprint 14 — Garden Party Spec
|
||||||
|
|
||||||
|
## Goal
|
||||||
|
|
||||||
|
Make the GardenParty scene a fully playable sandbox room with three interactive objects
|
||||||
|
(GiftBox auto-reset, Balloon pop/respawn, Cake cut/reset) and character snap-to-chair
|
||||||
|
at the party table.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Scope
|
||||||
|
|
||||||
|
**In scope:**
|
||||||
|
- `gift_box.gd`: add `RESETTING` state (auto-reset 3 s after opening)
|
||||||
|
- `balloon.gd`: new script — tap to pop, auto-respawn after 5 s
|
||||||
|
- `cake.gd`: new script — tap to cut slice, auto-reset after 3 s
|
||||||
|
- `GardenParty.tscn`: replace GiftBox3 with Cake, add Cake node structure, add chair
|
||||||
|
ColorRects under snap points, attach balloon.gd to existing Balloon nodes
|
||||||
|
- Tests: extend `test_gift_box.gd`, add `test_balloon.gd`, add `test_cake.gd`
|
||||||
|
|
||||||
|
**Out of scope:**
|
||||||
|
- New SFX keys (reuse `object_tap` for all three objects)
|
||||||
|
- Navigation changes (HomeButtonToGarden and HomeButtonReturn already wired)
|
||||||
|
- Additional characters beyond Bunny1 already in Main.tscn
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Object Mechanics
|
||||||
|
|
||||||
|
### GiftBox — RESETTING state
|
||||||
|
|
||||||
|
New state added to the existing `State` enum:
|
||||||
|
|
||||||
|
```
|
||||||
|
CLOSED → OPENING → RESETTING → CLOSED
|
||||||
|
```
|
||||||
|
|
||||||
|
- `_on_lid_opened()`: state → `RESETTING`, gift fades in (existing tween), inline 3 s
|
||||||
|
tween interval runs in parallel → `_start_close_lid()`
|
||||||
|
- `_start_close_lid()`: lid tweens back (fade-in alpha 0→1, slide y back to 0) →
|
||||||
|
`_on_reset_complete()`
|
||||||
|
- `_on_reset_complete()`: state → `CLOSED`
|
||||||
|
- `OPEN` state removed — `RESETTING` covers "gift visible + waiting"
|
||||||
|
- New internal methods: `_start_close_lid()`, `_on_reset_complete()`
|
||||||
|
- Constant: `RESET_DELAY: float = 3.0`
|
||||||
|
|
||||||
|
### Balloon
|
||||||
|
|
||||||
|
New file: `scripts/objects/balloon.gd`
|
||||||
|
New scene attachment: `balloon.gd` attached to existing `Balloon1` / `Balloon2` nodes in
|
||||||
|
`GardenParty.tscn`.
|
||||||
|
|
||||||
|
```
|
||||||
|
IDLE → POPPING → POPPED → RESPAWNING → IDLE
|
||||||
|
```
|
||||||
|
|
||||||
|
State transitions:
|
||||||
|
- Touch input on balloon while `IDLE` → `_start_pop()`
|
||||||
|
- `_start_pop()`: `AudioManager.play_sfx("object_tap")`, state → `POPPING`, scale tween to
|
||||||
|
`Vector2.ZERO` (0.15 s, EASE_IN, TRANS_BACK) → `_on_pop_complete()`
|
||||||
|
- `_on_pop_complete()`: state → `POPPED`, starts 5 s tween interval → `_start_respawn()`
|
||||||
|
- `_start_respawn()`: state → `RESPAWNING`, scale tween to `Vector2.ONE` (0.3 s, EASE_OUT,
|
||||||
|
TRANS_BACK) → `_on_respawn_complete()`
|
||||||
|
- `_on_respawn_complete()`: state → `IDLE`
|
||||||
|
|
||||||
|
Input: `_input(event)` — same touch-rect pattern as GiftBox, half-size 20 px (balloon is
|
||||||
|
small).
|
||||||
|
|
||||||
|
Constants: `POP_DURATION`, `RESPAWN_DURATION`, `RESPAWN_DELAY`.
|
||||||
|
|
||||||
|
### Cake
|
||||||
|
|
||||||
|
New file: `scripts/objects/cake.gd`
|
||||||
|
New node structure in `GardenParty.tscn` (replaces GiftBox3 at x=820, y=464):
|
||||||
|
|
||||||
|
```
|
||||||
|
Cake (Node2D, cake.gd)
|
||||||
|
├── Base (ColorRect, ~80×40 px, warm brown)
|
||||||
|
└── Slice (ColorRect, ~30×40 px, slightly offset + rotated, lighter brown)
|
||||||
|
```
|
||||||
|
|
||||||
|
```
|
||||||
|
WHOLE → CUTTING → CUT → RESETTING → WHOLE
|
||||||
|
```
|
||||||
|
|
||||||
|
State transitions:
|
||||||
|
- Touch input on Cake while `WHOLE` → `_start_cutting()`
|
||||||
|
- `_start_cutting()`: `AudioManager.play_sfx("object_tap")`, state → `CUTTING`,
|
||||||
|
tween `Slice.modulate.a` 1→0 (0.3 s, EASE_OUT) → `_on_cut_complete()`
|
||||||
|
- `_on_cut_complete()`: state → `CUT`, 3 s tween interval → `_start_reset()`
|
||||||
|
- `_start_reset()`: state → `RESETTING`, tween `Slice.modulate.a` 0→1 (0.3 s, EASE_IN)
|
||||||
|
→ `_on_reset_complete()`
|
||||||
|
- `_on_reset_complete()`: state → `WHOLE`
|
||||||
|
|
||||||
|
Input: touch rect `BUTTON_HALF_WIDTH = 40`, `BUTTON_HALF_HEIGHT = 20`.
|
||||||
|
|
||||||
|
Constants: `CUT_DURATION`, `RESET_DELAY = 3.0`, `RESET_DURATION`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Scene Changes (GardenParty.tscn)
|
||||||
|
|
||||||
|
| Change | Detail |
|
||||||
|
|---|---|
|
||||||
|
| Remove `GiftBox3` | Was at position Vector2(820, 464) |
|
||||||
|
| Add `Cake` | Node2D at Vector2(820, 464), `cake.gd`, child nodes Base + Slice |
|
||||||
|
| Attach `balloon.gd` | To existing `Balloon1` and `Balloon2` ColorRect nodes |
|
||||||
|
| Add `ChairLeft` | ColorRect ~60×20 px, brown, under `SnapTableLeft` (x=530, y=480) |
|
||||||
|
| Add `ChairRight` | ColorRect ~60×20 px, brown, under `SnapTableRight` (x=750, y=480) |
|
||||||
|
|
||||||
|
Navigation and snap-point logic unchanged.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Tests
|
||||||
|
|
||||||
|
### `test_gift_box.gd` (extend existing)
|
||||||
|
|
||||||
|
| Test | Assertion |
|
||||||
|
|---|---|
|
||||||
|
| `test_state_becomes_resetting_after_lid_opened` | Call `_on_lid_opened()` → state == `State.RESETTING` |
|
||||||
|
| `test_state_becomes_closed_after_reset_complete` | Call `_on_reset_complete()` → state == `State.CLOSED` |
|
||||||
|
|
||||||
|
### `test_balloon.gd` (new, extends GutTest)
|
||||||
|
|
||||||
|
| Test | Assertion |
|
||||||
|
|---|---|
|
||||||
|
| `test_initial_state_is_idle` | `state == State.IDLE` |
|
||||||
|
| `test_start_pop_sets_popping` | Call `_start_pop()` → `state == State.POPPING` |
|
||||||
|
| `test_on_pop_complete_sets_popped` | Call `_on_pop_complete()` → `state == State.POPPED` |
|
||||||
|
| `test_on_respawn_complete_sets_idle` | Call `_on_respawn_complete()` → `state == State.IDLE` |
|
||||||
|
|
||||||
|
### `test_cake.gd` (new, extends GutTest)
|
||||||
|
|
||||||
|
| Test | Assertion |
|
||||||
|
|---|---|
|
||||||
|
| `test_initial_state_is_whole` | `state == State.WHOLE` |
|
||||||
|
| `test_start_cutting_sets_cutting` | Call `_start_cutting()` → `state == State.CUTTING` |
|
||||||
|
| `test_on_cut_complete_sets_cut` | Call `_on_cut_complete()` → `state == State.CUT` |
|
||||||
|
| `test_on_reset_complete_sets_whole` | Call `_on_reset_complete()` → `state == State.WHOLE` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Architecture Notes
|
||||||
|
|
||||||
|
- All three objects follow the same state-machine pattern as existing objects (`cradle.gd`,
|
||||||
|
`gift_box.gd`, etc.) — no new abstractions.
|
||||||
|
- Tween-based animations are not unit-tested (visual only). State transitions triggered by
|
||||||
|
`tween.finished` callbacks are tested by calling the callbacks directly.
|
||||||
|
- `AudioServer.get_driver_name() == "Dummy"` guard is already in `AudioManager.play_sfx()`
|
||||||
|
— no additional guard needed in new scripts.
|
||||||
|
- `balloon.gd` scales the Node2D itself (no child sprite node needed at placeholder stage).
|
||||||
+4
-4
@@ -32,6 +32,10 @@ window/size/viewport_height=720
|
|||||||
window/stretch/mode="canvas_items"
|
window/stretch/mode="canvas_items"
|
||||||
window/stretch/aspect="expand"
|
window/stretch/aspect="expand"
|
||||||
|
|
||||||
|
[editor_plugins]
|
||||||
|
|
||||||
|
enabled=PackedStringArray("res://addons/gut/plugin.cfg")
|
||||||
|
|
||||||
[input_devices]
|
[input_devices]
|
||||||
|
|
||||||
pointing/emulate_touch_from_mouse=true
|
pointing/emulate_touch_from_mouse=true
|
||||||
@@ -41,7 +45,3 @@ pointing/emulate_touch_from_mouse=true
|
|||||||
renderer/rendering_method="gl_compatibility"
|
renderer/rendering_method="gl_compatibility"
|
||||||
renderer/rendering_method.mobile="gl_compatibility"
|
renderer/rendering_method.mobile="gl_compatibility"
|
||||||
textures/vram_compression/import_etc2_astc=true
|
textures/vram_compression/import_etc2_astc=true
|
||||||
|
|
||||||
[editor_plugins]
|
|
||||||
|
|
||||||
enabled=PackedStringArray("res://addons/gut/plugin.cfg")
|
|
||||||
|
|||||||
@@ -1,7 +1,8 @@
|
|||||||
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_char"]
|
[gd_scene load_steps=5 format=3 uid="uid://cozypaw_char"]
|
||||||
|
|
||||||
[ext_resource type="Script" path="res://scripts/characters/character.gd" id="1_char"]
|
[ext_resource type="Script" path="res://scripts/characters/character.gd" id="1_char"]
|
||||||
[ext_resource type="Script" path="res://scripts/systems/drag_drop_component.gd" id="2_drag"]
|
[ext_resource type="Script" path="res://scripts/systems/drag_drop_component.gd" id="2_drag"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/characters/snap_receiver.gd" id="3_snap_recv"]
|
||||||
|
|
||||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_char"]
|
[sub_resource type="RectangleShape2D" id="RectangleShape2D_char"]
|
||||||
size = Vector2(64, 80)
|
size = Vector2(64, 80)
|
||||||
@@ -49,3 +50,27 @@ input_pickable = true
|
|||||||
[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
|
[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
|
||||||
shape = SubResource("RectangleShape2D_char")
|
shape = SubResource("RectangleShape2D_char")
|
||||||
position = Vector2(0, -40)
|
position = Vector2(0, -40)
|
||||||
|
|
||||||
|
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="OutfitLayer1" type="Sprite2D" parent="."]
|
||||||
|
position = Vector2(0, -40)
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="OutfitLayer2" type="Sprite2D" parent="."]
|
||||||
|
position = Vector2(0, -40)
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="OutfitLayer3" type="Sprite2D" parent="."]
|
||||||
|
position = Vector2(0, -40)
|
||||||
|
visible = false
|
||||||
|
|
||||||
|
[node name="HandLeft" type="Node2D" parent="."]
|
||||||
|
position = Vector2(-32, -30)
|
||||||
|
|
||||||
|
[node name="HandRight" type="Node2D" parent="."]
|
||||||
|
position = Vector2(32, -30)
|
||||||
|
|
||||||
|
[node name="SnapReceiver" type="Node" parent="."]
|
||||||
|
script = ExtResource("3_snap_recv")
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_emergency"]
|
[gd_scene load_steps=5 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/InteractiveObject.tscn" id="1_iobj"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/Ambulance.tscn" id="2_ambulance"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/Ambulance.tscn" id="2_ambulance"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
|
||||||
|
|
||||||
[node name="EmergencyRoom" type="Node2D"]
|
[node name="EmergencyRoom" type="Node2D"]
|
||||||
|
|
||||||
@@ -73,3 +75,13 @@ position = Vector2(550, 440)
|
|||||||
position = Vector2(500, 570)
|
position = Vector2(500, 570)
|
||||||
trigger_floor = 0
|
trigger_floor = 0
|
||||||
trigger_room = 3
|
trigger_room = 3
|
||||||
|
|
||||||
|
[node name="SnapMedicalTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(310, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="EmergencyCabinet" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("4_chest")
|
||||||
|
chest_id = "emergency_cabinet"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftshop"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_giftshop"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="GiftShop" type="Node2D"]
|
[node name="GiftShop" type="Node2D"]
|
||||||
|
|
||||||
@@ -63,3 +65,12 @@ position = Vector2(900, 330)
|
|||||||
|
|
||||||
[node name="GiftBox" parent="." instance=ExtResource("1_iobj")]
|
[node name="GiftBox" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(640, 510)
|
position = Vector2(640, 510)
|
||||||
|
|
||||||
|
[node name="SnapCounter" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 528)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="GiftShopShelf" type="Node2D" parent="."]
|
||||||
|
position = Vector2(120.0, 300.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "giftshop_shelf"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_reception"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="Reception" type="Node2D"]
|
[node name="Reception" type="Node2D"]
|
||||||
|
|
||||||
@@ -85,3 +87,24 @@ position = Vector2(530, 510)
|
|||||||
|
|
||||||
[node name="PottedPlant" parent="." instance=ExtResource("1_iobj")]
|
[node name="PottedPlant" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(1180, 560)
|
position = Vector2(1180, 560)
|
||||||
|
|
||||||
|
[node name="SnapBenchLeft1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchLeft2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(240, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchRight1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(990, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapBenchRight2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1080, 555)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="ReceptionDesk" type="Node2D" parent="."]
|
||||||
|
position = Vector2(120.0, 555.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "reception_desk"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_restaurant"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_restaurant"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="Restaurant" type="Node2D"]
|
[node name="Restaurant" type="Node2D"]
|
||||||
|
|
||||||
@@ -93,3 +95,32 @@ position = Vector2(1060, 490)
|
|||||||
|
|
||||||
[node name="CashRegister" parent="." instance=ExtResource("1_iobj")]
|
[node name="CashRegister" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(640, 210)
|
position = Vector2(640, 210)
|
||||||
|
|
||||||
|
[node name="SnapTable1Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(160, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable1Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(280, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable2Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(580, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable2Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(700, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable3Left" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1000, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapTable3Right" type="Node2D" parent="."]
|
||||||
|
position = Vector2(1120, 510)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="RestaurantCounter" type="Node2D" parent="."]
|
||||||
|
position = Vector2(120.0, 555.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "restaurant_counter"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_lab"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_lab"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="Lab" type="Node2D"]
|
[node name="Lab" type="Node2D"]
|
||||||
|
|
||||||
@@ -24,7 +26,7 @@ color = Color(0.88, 0.92, 0.94, 1)
|
|||||||
size = Vector2(40, 620)
|
size = Vector2(40, 620)
|
||||||
position = Vector2(1240, 0)
|
position = Vector2(1240, 0)
|
||||||
|
|
||||||
[node name="LabBench" type="ColorRect" parent="."]
|
[node name="LabBenchSurface" type="ColorRect" parent="."]
|
||||||
color = Color(0.88, 0.88, 0.92, 1)
|
color = Color(0.88, 0.88, 0.92, 1)
|
||||||
size = Vector2(800, 40)
|
size = Vector2(800, 40)
|
||||||
position = Vector2(240, 480)
|
position = Vector2(240, 480)
|
||||||
@@ -68,3 +70,16 @@ position = Vector2(820, 450)
|
|||||||
|
|
||||||
[node name="PetriDish" parent="." instance=ExtResource("1_iobj")]
|
[node name="PetriDish" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(490, 450)
|
position = Vector2(490, 450)
|
||||||
|
|
||||||
|
[node name="SnapLabBench1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(450, 470)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="SnapLabBench2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(750, 470)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="LabBench" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "lab_bench"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_patientroom"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_patientroom"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="PatientRoom" type="Node2D"]
|
[node name="PatientRoom" type="Node2D"]
|
||||||
|
|
||||||
@@ -82,3 +84,18 @@ position = Vector2(1100, 265)
|
|||||||
|
|
||||||
[node name="BedsideTable" parent="." instance=ExtResource("1_iobj")]
|
[node name="BedsideTable" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(500, 540)
|
position = Vector2(500, 540)
|
||||||
|
|
||||||
|
[node name="SnapBed1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(250, 465)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="SnapBed2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(810, 465)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="PatientCabinet" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "patient_cabinet"
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
[gd_scene load_steps=2 format=3 uid="uid://cozypaw_pharmacy"]
|
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_pharmacy"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="2_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="3_chest"]
|
||||||
|
|
||||||
[node name="Pharmacy" type="Node2D"]
|
[node name="Pharmacy" type="Node2D"]
|
||||||
|
|
||||||
@@ -68,3 +70,17 @@ position = Vector2(900, 270)
|
|||||||
|
|
||||||
[node name="MedicineBox" parent="." instance=ExtResource("1_iobj")]
|
[node name="MedicineBox" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(640, 430)
|
position = Vector2(640, 430)
|
||||||
|
|
||||||
|
[node name="SnapCounter" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 520)
|
||||||
|
script = ExtResource("2_snap")
|
||||||
|
|
||||||
|
[node name="PharmacyMedicine" type="Node2D" parent="."]
|
||||||
|
position = Vector2(350.0, 320.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "pharmacy_medicine"
|
||||||
|
|
||||||
|
[node name="PharmacyTools" type="Node2D" parent="."]
|
||||||
|
position = Vector2(900.0, 320.0)
|
||||||
|
script = ExtResource("3_chest")
|
||||||
|
chest_id = "pharmacy_tools"
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_xray"]
|
[gd_scene load_steps=5 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/InteractiveObject.tscn" id="1_iobj"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/XRayMachine.tscn" id="2_xraymachine"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/XRayMachine.tscn" id="2_xraymachine"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
|
||||||
|
|
||||||
[node name="XRay" type="Node2D"]
|
[node name="XRay" type="Node2D"]
|
||||||
|
|
||||||
@@ -53,3 +55,13 @@ position = Vector2(500, 510)
|
|||||||
|
|
||||||
[node name="PlasterStation" parent="." instance=ExtResource("1_iobj")]
|
[node name="PlasterStation" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(900, 560)
|
position = Vector2(900, 560)
|
||||||
|
|
||||||
|
[node name="SnapExamTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="XRayCabinet" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("4_chest")
|
||||||
|
chest_id = "xray_cabinet"
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_deliveryroom"]
|
[gd_scene load_steps=5 format=3 uid="uid://cozypaw_deliveryroom"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/DeliveryBed.tscn" id="2_deliverybed"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/DeliveryBed.tscn" id="2_deliverybed"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
|
||||||
|
|
||||||
[node name="DeliveryRoom" type="Node2D"]
|
[node name="DeliveryRoom" type="Node2D"]
|
||||||
|
|
||||||
@@ -36,3 +38,13 @@ position = Vector2(1020, 540)
|
|||||||
|
|
||||||
[node name="BabyBlanket" parent="." instance=ExtResource("1_iobj")]
|
[node name="BabyBlanket" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(880, 540)
|
position = Vector2(880, 540)
|
||||||
|
|
||||||
|
[node name="SnapDeliveryBed" type="Node2D" parent="."]
|
||||||
|
position = Vector2(540, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="DeliveryCabinet" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("4_chest")
|
||||||
|
chest_id = "delivery_cabinet"
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_nursery"]
|
[gd_scene load_steps=5 format=3 uid="uid://cozypaw_nursery"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/Cradle.tscn" id="2_cradle"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/Cradle.tscn" id="2_cradle"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
|
||||||
|
|
||||||
[node name="Nursery" type="Node2D"]
|
[node name="Nursery" type="Node2D"]
|
||||||
|
|
||||||
@@ -47,3 +49,26 @@ position = Vector2(1100, 540)
|
|||||||
|
|
||||||
[node name="MilkBottle" parent="." instance=ExtResource("1_iobj")]
|
[node name="MilkBottle" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(960, 540)
|
position = Vector2(960, 540)
|
||||||
|
|
||||||
|
[node name="SnapCradle1" type="Node2D" parent="."]
|
||||||
|
position = Vector2(340, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
|
||||||
|
[node name="SnapCradle2" type="Node2D" parent="."]
|
||||||
|
position = Vector2(600, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
|
||||||
|
[node name="SnapCradle3" type="Node2D" parent="."]
|
||||||
|
position = Vector2(860, 240)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
baby_only = true
|
||||||
|
|
||||||
|
[node name="NurseryShelf" type="Node2D" parent="."]
|
||||||
|
position = Vector2(640.0, 260.0)
|
||||||
|
script = ExtResource("4_chest")
|
||||||
|
chest_id = "nursery_shelf"
|
||||||
|
|||||||
@@ -1,7 +1,9 @@
|
|||||||
[gd_scene load_steps=3 format=3 uid="uid://cozypaw_ultrasound"]
|
[gd_scene load_steps=5 format=3 uid="uid://cozypaw_ultrasound"]
|
||||||
|
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/UltrasoundMachine.tscn" id="2_ultrasound"]
|
[ext_resource type="PackedScene" path="res://scenes/objects/UltrasoundMachine.tscn" id="2_ultrasound"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/snap_point.gd" id="3_snap"]
|
||||||
|
[ext_resource type="Script" path="res://scripts/objects/room_chest.gd" id="4_chest"]
|
||||||
|
|
||||||
[node name="Ultrasound" type="Node2D"]
|
[node name="Ultrasound" type="Node2D"]
|
||||||
|
|
||||||
@@ -51,3 +53,13 @@ position = Vector2(920, 450)
|
|||||||
|
|
||||||
[node name="Blanket" parent="." instance=ExtResource("1_iobj")]
|
[node name="Blanket" parent="." instance=ExtResource("1_iobj")]
|
||||||
position = Vector2(480, 450)
|
position = Vector2(480, 450)
|
||||||
|
|
||||||
|
[node name="SnapExamTable" type="Node2D" parent="."]
|
||||||
|
position = Vector2(470, 480)
|
||||||
|
script = ExtResource("3_snap")
|
||||||
|
pose = "lying"
|
||||||
|
|
||||||
|
[node name="UltrasoundCart" type="Node2D" parent="."]
|
||||||
|
position = Vector2(150.0, 400.0)
|
||||||
|
script = ExtResource("4_chest")
|
||||||
|
chest_id = "ultrasound_cart"
|
||||||
|
|||||||
@@ -1,8 +1,12 @@
|
|||||||
[gd_scene load_steps=4 format=3 uid="uid://cozypaw_gardenparty"]
|
[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/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/TeaPot.tscn" id="2_teapot"]
|
||||||
[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="3_homebtn"]
|
[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="GardenParty" type="Node2D"]
|
||||||
|
|
||||||
@@ -57,8 +61,24 @@ position = Vector2(640, 464)
|
|||||||
[node name="GiftBox2" parent="." instance=ExtResource("1_giftbox")]
|
[node name="GiftBox2" parent="." instance=ExtResource("1_giftbox")]
|
||||||
position = Vector2(730, 464)
|
position = Vector2(730, 464)
|
||||||
|
|
||||||
[node name="GiftBox3" parent="." instance=ExtResource("1_giftbox")]
|
[node name="Cake" type="Node2D" parent="."]
|
||||||
position = Vector2(820, 464)
|
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="."]
|
[node name="TeaCup" type="ColorRect" parent="."]
|
||||||
offset_left = 558.0
|
offset_left = 558.0
|
||||||
@@ -67,20 +87,60 @@ offset_right = 590.0
|
|||||||
offset_bottom = 464.0
|
offset_bottom = 464.0
|
||||||
color = Color(0.96, 0.92, 0.84, 1)
|
color = Color(0.96, 0.92, 0.84, 1)
|
||||||
|
|
||||||
[node name="Balloon1" type="ColorRect" parent="."]
|
[node name="Balloon1" type="Node2D" parent="."]
|
||||||
offset_left = 180.0
|
position = Vector2(200, 150)
|
||||||
offset_top = 120.0
|
script = ExtResource("6_balloon")
|
||||||
offset_right = 220.0
|
|
||||||
offset_bottom = 180.0
|
[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)
|
color = Color(0.96, 0.44, 0.44, 1)
|
||||||
|
|
||||||
[node name="Balloon2" type="ColorRect" parent="."]
|
[node name="Balloon2" type="Node2D" parent="."]
|
||||||
offset_left = 1020.0
|
position = Vector2(1040, 130)
|
||||||
offset_top = 100.0
|
script = ExtResource("6_balloon")
|
||||||
offset_right = 1060.0
|
|
||||||
offset_bottom = 160.0
|
[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)
|
color = Color(0.56, 0.76, 0.96, 1)
|
||||||
|
|
||||||
[node name="HomeButtonReturn" parent="." instance=ExtResource("3_homebtn")]
|
[node name="HomeButtonReturn" parent="." instance=ExtResource("3_homebtn")]
|
||||||
position = Vector2(100, 620)
|
position = Vector2(100, 620)
|
||||||
go_to_garden = false
|
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"
|
||||||
|
|||||||
@@ -1,63 +1,143 @@
|
|||||||
## AudioManager — music playback with cross-fade, SFX playback, volume control.
|
## AudioManager — floor music with cross-fade and SFX for player interactions.
|
||||||
|
## Autoload registered in project.godot. No class_name (Godot 4 autoload conflict).
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
|
const CROSSFADE_DURATION: float = 0.8
|
||||||
const DEFAULT_MUSIC_VOLUME: float = 0.6
|
const DEFAULT_MUSIC_VOLUME: float = 0.6
|
||||||
const CROSSFADE_DURATION: float = 1.0
|
|
||||||
|
|
||||||
var _music_player_a: AudioStreamPlayer
|
const _MUSIC_MAP: Dictionary = {
|
||||||
var _music_player_b: AudioStreamPlayer
|
0: "res://assets/audio/music/floor_0.ogg",
|
||||||
|
1: "res://assets/audio/music/floor_1.ogg",
|
||||||
|
2: "res://assets/audio/music/floor_2.ogg",
|
||||||
|
3: "res://assets/audio/music/floor_3.ogg",
|
||||||
|
}
|
||||||
|
|
||||||
|
const _SFX_MAP: Dictionary = {
|
||||||
|
"chest_tap": "res://assets/audio/sfx/chest_tap.ogg",
|
||||||
|
"item_spawn": "res://assets/audio/sfx/item_spawn.ogg",
|
||||||
|
"item_drag_start": "res://assets/audio/sfx/item_drag_start.ogg",
|
||||||
|
"item_drop_hand": "res://assets/audio/sfx/item_drop_hand.ogg",
|
||||||
|
"item_drop_outfit": "res://assets/audio/sfx/item_drop_outfit.ogg",
|
||||||
|
"item_return_chest": "res://assets/audio/sfx/item_return_chest.ogg",
|
||||||
|
"item_drop_floor": "res://assets/audio/sfx/item_drop_floor.ogg",
|
||||||
|
"xray_scan": "res://assets/audio/sfx/xray_scan.ogg",
|
||||||
|
"tea_pour": "res://assets/audio/sfx/tea_pour.ogg",
|
||||||
|
"cradle_rock": "res://assets/audio/sfx/cradle_rock.ogg",
|
||||||
|
"gift_open": "res://assets/audio/sfx/gift_open.ogg",
|
||||||
|
"ambulance_siren": "res://assets/audio/sfx/ambulance_siren.ogg",
|
||||||
|
"delivery_cheer": "res://assets/audio/sfx/delivery_cheer.ogg",
|
||||||
|
"object_tap": "res://assets/audio/sfx/object_tap.ogg",
|
||||||
|
"character_pickup": "res://assets/audio/sfx/character_pickup.ogg",
|
||||||
|
"character_place": "res://assets/audio/sfx/character_place.ogg",
|
||||||
|
"character_tap": "res://assets/audio/sfx/character_tap.ogg",
|
||||||
|
}
|
||||||
|
|
||||||
|
var _current_floor: int = -1
|
||||||
|
var _is_crossfading: bool = false
|
||||||
var _active_player: AudioStreamPlayer
|
var _active_player: AudioStreamPlayer
|
||||||
|
var _last_room: String = ""
|
||||||
|
|
||||||
|
var _music_a: AudioStreamPlayer
|
||||||
|
var _music_b: AudioStreamPlayer
|
||||||
var _sfx_player: AudioStreamPlayer
|
var _sfx_player: AudioStreamPlayer
|
||||||
var _music_volume: float = DEFAULT_MUSIC_VOLUME
|
|
||||||
var _sfx_volume: float = 1.0
|
|
||||||
var _is_fading: bool = false
|
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
_music_player_a = AudioStreamPlayer.new()
|
_music_a = AudioStreamPlayer.new()
|
||||||
_music_player_b = AudioStreamPlayer.new()
|
_music_b = AudioStreamPlayer.new()
|
||||||
_sfx_player = AudioStreamPlayer.new()
|
_sfx_player = AudioStreamPlayer.new()
|
||||||
add_child(_music_player_a)
|
add_child(_music_a)
|
||||||
add_child(_music_player_b)
|
add_child(_music_b)
|
||||||
add_child(_sfx_player)
|
add_child(_sfx_player)
|
||||||
_active_player = _music_player_a
|
_active_player = _music_a
|
||||||
_apply_music_volume()
|
_music_a.volume_db = linear_to_db(GameState.music_volume)
|
||||||
|
_music_b.volume_db = linear_to_db(0.0)
|
||||||
|
_sfx_player.volume_db = linear_to_db(GameState.sfx_volume)
|
||||||
|
GameState.state_changed.connect(_on_game_state_changed)
|
||||||
|
_last_room = GameState.current_room
|
||||||
|
var initial_floor: int = _derive_floor_from_room(GameState.current_room)
|
||||||
|
if initial_floor != -1:
|
||||||
|
play_floor_music(initial_floor)
|
||||||
|
|
||||||
|
|
||||||
func play_music(stream: AudioStream) -> void:
|
func play_floor_music(floor: int) -> void:
|
||||||
if _active_player.stream == stream and _active_player.playing:
|
if AudioServer.get_driver_name() == "Dummy":
|
||||||
return
|
return
|
||||||
var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a
|
if floor == _current_floor:
|
||||||
next_player.stream = stream
|
return
|
||||||
next_player.volume_db = linear_to_db(0.0)
|
if not _MUSIC_MAP.has(floor):
|
||||||
next_player.play()
|
return
|
||||||
var prev_player: AudioStreamPlayer = _active_player
|
if _is_crossfading:
|
||||||
_active_player = next_player
|
return
|
||||||
var tween: Tween = create_tween()
|
_is_crossfading = true
|
||||||
tween.set_parallel(true)
|
_current_floor = floor
|
||||||
tween.tween_property(prev_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
|
var inactive: AudioStreamPlayer = _music_b if _active_player == _music_a else _music_a
|
||||||
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
|
var path: String = _MUSIC_MAP[floor]
|
||||||
tween.chain().tween_callback(prev_player.stop)
|
if not ResourceLoader.exists(path):
|
||||||
|
_is_crossfading = false
|
||||||
|
return
|
||||||
|
var stream: AudioStream = load(path) as AudioStream
|
||||||
|
if stream == null:
|
||||||
|
_is_crossfading = false
|
||||||
|
return
|
||||||
|
inactive.stream = stream
|
||||||
|
inactive.volume_db = linear_to_db(0.0)
|
||||||
|
inactive.play()
|
||||||
|
var tween: Tween = create_tween().set_parallel(true)
|
||||||
|
tween.tween_property(inactive, "volume_db", linear_to_db(GameState.music_volume), CROSSFADE_DURATION)
|
||||||
|
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
|
||||||
|
await tween.finished
|
||||||
|
_active_player.stop()
|
||||||
|
_active_player = inactive
|
||||||
|
_is_crossfading = false
|
||||||
|
|
||||||
|
|
||||||
func play_sfx(stream: AudioStream) -> void:
|
func play_sfx(event: String) -> void:
|
||||||
|
if AudioServer.get_driver_name() == "Dummy":
|
||||||
|
return
|
||||||
|
if not _SFX_MAP.has(event):
|
||||||
|
return
|
||||||
|
var path: String = _SFX_MAP[event]
|
||||||
|
if not ResourceLoader.exists(path):
|
||||||
|
return
|
||||||
|
var stream: AudioStream = load(path) as AudioStream
|
||||||
|
if stream == null:
|
||||||
|
return
|
||||||
_sfx_player.stream = stream
|
_sfx_player.stream = stream
|
||||||
_sfx_player.volume_db = linear_to_db(_sfx_volume)
|
|
||||||
_sfx_player.play()
|
_sfx_player.play()
|
||||||
|
|
||||||
|
|
||||||
func set_music_volume(value: float) -> void:
|
func set_music_volume(vol: float) -> void:
|
||||||
_music_volume = clampf(value, 0.0, 1.0)
|
GameState.music_volume = vol
|
||||||
_apply_music_volume()
|
_active_player.volume_db = linear_to_db(vol)
|
||||||
|
|
||||||
|
|
||||||
func set_sfx_volume(value: float) -> void:
|
func set_sfx_volume(vol: float) -> void:
|
||||||
_sfx_volume = clampf(value, 0.0, 1.0)
|
GameState.sfx_volume = vol
|
||||||
|
_sfx_player.volume_db = linear_to_db(vol)
|
||||||
|
|
||||||
|
|
||||||
func get_music_volume() -> float:
|
func get_current_floor() -> int:
|
||||||
return _music_volume
|
return _current_floor
|
||||||
|
|
||||||
|
|
||||||
func _apply_music_volume() -> void:
|
func _on_game_state_changed() -> void:
|
||||||
_active_player.volume_db = linear_to_db(_music_volume)
|
if GameState.current_room == _last_room:
|
||||||
|
return
|
||||||
|
_last_room = GameState.current_room
|
||||||
|
var floor: int = _derive_floor_from_room(GameState.current_room)
|
||||||
|
if floor != -1:
|
||||||
|
play_floor_music(floor)
|
||||||
|
|
||||||
|
|
||||||
|
func _derive_floor_from_room(room: String) -> int:
|
||||||
|
match room:
|
||||||
|
"reception", "giftshop", "restaurant", "emergency":
|
||||||
|
return 0
|
||||||
|
"xray", "pharmacy", "lab", "patient_rooms":
|
||||||
|
return 1
|
||||||
|
"ultrasound", "delivery_room", "nursery":
|
||||||
|
return 2
|
||||||
|
"garden_party":
|
||||||
|
return 3
|
||||||
|
return -1
|
||||||
|
|||||||
@@ -1,11 +1,14 @@
|
|||||||
## GameState — global game state: character positions, object states, current room.
|
## GameState — global game state: character positions, outfit, held items, object states, current room.
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
signal state_changed
|
signal state_changed
|
||||||
signal character_moved(character_id: String, position: Vector2)
|
signal character_moved(character_id: String, position: Vector2)
|
||||||
|
|
||||||
var _character_positions: Dictionary = {}
|
var _character_positions: Dictionary = {}
|
||||||
|
var _character_outfits: Dictionary = {}
|
||||||
|
var _character_held_items: Dictionary = {}
|
||||||
var _object_states: Dictionary = {}
|
var _object_states: Dictionary = {}
|
||||||
|
var _chest_states: Dictionary = {}
|
||||||
var current_room: String = "reception"
|
var current_room: String = "reception"
|
||||||
var music_volume: float = 0.6
|
var music_volume: float = 0.6
|
||||||
var sfx_volume: float = 1.0
|
var sfx_volume: float = 1.0
|
||||||
@@ -25,6 +28,28 @@ func set_character_position(id: String, pos: Vector2) -> void:
|
|||||||
state_changed.emit()
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_character_outfit(id: String) -> Array:
|
||||||
|
return _character_outfits.get(id, ["", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func set_character_outfit(id: String, outfit: Array) -> void:
|
||||||
|
_character_outfits[id] = outfit
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_character_held_item(id: String, hand: String) -> String:
|
||||||
|
if not _character_held_items.has(id):
|
||||||
|
return ""
|
||||||
|
return _character_held_items[id].get(hand, "")
|
||||||
|
|
||||||
|
|
||||||
|
func set_character_held_item(id: String, hand: String, item_id: String) -> void:
|
||||||
|
if not _character_held_items.has(id):
|
||||||
|
_character_held_items[id] = {"left": "", "right": ""}
|
||||||
|
_character_held_items[id][hand] = item_id
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
func get_object_state(id: String) -> String:
|
func get_object_state(id: String) -> String:
|
||||||
return _object_states.get(id, "idle")
|
return _object_states.get(id, "idle")
|
||||||
|
|
||||||
@@ -34,14 +59,37 @@ func set_object_state(id: String, state: String) -> void:
|
|||||||
state_changed.emit()
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func get_chest_state(chest_id: String) -> Array:
|
||||||
|
return _chest_states.get(chest_id, [])
|
||||||
|
|
||||||
|
|
||||||
|
func set_chest_state(chest_id: String, spawned_item_ids: Array[String]) -> void:
|
||||||
|
_chest_states[chest_id] = spawned_item_ids
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func clear_chest_state(chest_id: String) -> void:
|
||||||
|
_chest_states.erase(chest_id)
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
|
func set_current_room(room: String) -> void:
|
||||||
|
current_room = room
|
||||||
|
state_changed.emit()
|
||||||
|
|
||||||
|
|
||||||
func get_save_data() -> Dictionary:
|
func get_save_data() -> Dictionary:
|
||||||
var positions: Dictionary = {}
|
var positions: Dictionary = {}
|
||||||
for key: String in _character_positions:
|
for key: String in _character_positions:
|
||||||
var pos: Vector2 = _character_positions[key]
|
var pos: Vector2 = _character_positions[key]
|
||||||
positions[key] = [pos.x, pos.y]
|
positions[key] = [pos.x, pos.y]
|
||||||
return {
|
return {
|
||||||
|
"version": 3,
|
||||||
"character_positions": positions,
|
"character_positions": positions,
|
||||||
|
"character_outfits": _character_outfits.duplicate(true),
|
||||||
|
"character_held_items": _character_held_items.duplicate(true),
|
||||||
"object_states": _object_states,
|
"object_states": _object_states,
|
||||||
|
"chest_states": _chest_states.duplicate(true),
|
||||||
"current_room": current_room,
|
"current_room": current_room,
|
||||||
"music_volume": music_volume,
|
"music_volume": music_volume,
|
||||||
"sfx_volume": sfx_volume,
|
"sfx_volume": sfx_volume,
|
||||||
@@ -55,11 +103,25 @@ func apply_save_data(data: Dictionary) -> void:
|
|||||||
var val: Variant = data["character_positions"][key]
|
var val: Variant = data["character_positions"][key]
|
||||||
if val is Array and val.size() >= 2:
|
if val is Array and val.size() >= 2:
|
||||||
_character_positions[key] = Vector2(val[0], val[1])
|
_character_positions[key] = Vector2(val[0], val[1])
|
||||||
|
if data.has("character_outfits"):
|
||||||
|
_character_outfits = data["character_outfits"].duplicate(true)
|
||||||
|
else:
|
||||||
|
_character_outfits = {}
|
||||||
|
if data.has("character_held_items"):
|
||||||
|
_character_held_items = data["character_held_items"].duplicate(true)
|
||||||
|
else:
|
||||||
|
_character_held_items = {}
|
||||||
if data.has("object_states"):
|
if data.has("object_states"):
|
||||||
_object_states = data["object_states"]
|
_object_states = data["object_states"]
|
||||||
|
else:
|
||||||
|
_object_states = {}
|
||||||
if data.has("current_room"):
|
if data.has("current_room"):
|
||||||
current_room = data["current_room"]
|
current_room = data["current_room"]
|
||||||
if data.has("music_volume"):
|
if data.has("music_volume"):
|
||||||
music_volume = data["music_volume"]
|
music_volume = data["music_volume"]
|
||||||
if data.has("sfx_volume"):
|
if data.has("sfx_volume"):
|
||||||
sfx_volume = data["sfx_volume"]
|
sfx_volume = data["sfx_volume"]
|
||||||
|
if data.has("chest_states"):
|
||||||
|
_chest_states = data["chest_states"].duplicate(true)
|
||||||
|
else:
|
||||||
|
_chest_states = {}
|
||||||
|
|||||||
@@ -12,7 +12,12 @@ signal state_changed(new_state: CharacterData.State)
|
|||||||
@export var data: CharacterData
|
@export var data: CharacterData
|
||||||
|
|
||||||
var _is_held: bool = false
|
var _is_held: bool = false
|
||||||
|
var _current_anim: String = "idle"
|
||||||
|
var _drag_start_position: Vector2 = Vector2.ZERO
|
||||||
|
var _outfit_item_refs: Array = [null, null, null]
|
||||||
|
|
||||||
|
const _TAP_THRESHOLD: float = 10.0
|
||||||
|
const _ITEM_DROP_OFFSET: Vector2 = Vector2(0.0, 60.0)
|
||||||
const _STATE_COLORS: Dictionary = {
|
const _STATE_COLORS: Dictionary = {
|
||||||
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
|
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
|
||||||
CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
|
CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
|
||||||
@@ -30,6 +35,8 @@ func _ready() -> void:
|
|||||||
drag.drag_released.connect(_on_drag_released)
|
drag.drag_released.connect(_on_drag_released)
|
||||||
if data != null:
|
if data != null:
|
||||||
_update_visual_state()
|
_update_visual_state()
|
||||||
|
_refresh_outfit_layers()
|
||||||
|
add_to_group("characters")
|
||||||
|
|
||||||
|
|
||||||
func set_state(new_state: CharacterData.State) -> void:
|
func set_state(new_state: CharacterData.State) -> void:
|
||||||
@@ -40,6 +47,96 @@ func set_state(new_state: CharacterData.State) -> void:
|
|||||||
state_changed.emit(new_state)
|
state_changed.emit(new_state)
|
||||||
|
|
||||||
|
|
||||||
|
func set_animation_state(anim: String) -> void:
|
||||||
|
_current_anim = anim
|
||||||
|
var sprite: AnimatedSprite2D = get_node_or_null("AnimatedSprite2D") as AnimatedSprite2D
|
||||||
|
if sprite == null or sprite.sprite_frames == null:
|
||||||
|
return
|
||||||
|
if sprite.sprite_frames.has_animation(anim):
|
||||||
|
sprite.play(anim)
|
||||||
|
|
||||||
|
|
||||||
|
func get_animation_state() -> String:
|
||||||
|
return _current_anim
|
||||||
|
|
||||||
|
|
||||||
|
func set_outfit(layer: int, item_id: String, texture: Texture2D) -> void:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return
|
||||||
|
if data != null:
|
||||||
|
data.outfit[layer - 1] = item_id
|
||||||
|
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
|
||||||
|
if layer_node == null:
|
||||||
|
return
|
||||||
|
layer_node.texture = texture
|
||||||
|
layer_node.visible = not item_id.is_empty()
|
||||||
|
|
||||||
|
|
||||||
|
func clear_outfit(layer: int) -> String:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return ""
|
||||||
|
var old_id: String = ""
|
||||||
|
if data != null:
|
||||||
|
old_id = data.outfit[layer - 1]
|
||||||
|
data.outfit[layer - 1] = ""
|
||||||
|
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % layer) as Sprite2D
|
||||||
|
if layer_node != null:
|
||||||
|
layer_node.texture = null
|
||||||
|
layer_node.visible = false
|
||||||
|
return old_id
|
||||||
|
|
||||||
|
|
||||||
|
func get_outfit(layer: int) -> String:
|
||||||
|
if data == null or layer < 1 or layer > 3:
|
||||||
|
return ""
|
||||||
|
return data.outfit[layer - 1]
|
||||||
|
|
||||||
|
|
||||||
|
func attach_item(hand: String, item: Node2D) -> bool:
|
||||||
|
if hand != "left" and hand != "right":
|
||||||
|
return false
|
||||||
|
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null:
|
||||||
|
return false
|
||||||
|
if slot.get_child_count() > 0:
|
||||||
|
return false
|
||||||
|
var old_parent: Node = item.get_parent()
|
||||||
|
if old_parent != null:
|
||||||
|
old_parent.remove_child(item)
|
||||||
|
slot.add_child(item)
|
||||||
|
item.position = Vector2.ZERO
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
func detach_item(hand: String) -> Node2D:
|
||||||
|
if hand != "left" and hand != "right":
|
||||||
|
return null
|
||||||
|
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null or slot.get_child_count() == 0:
|
||||||
|
return null
|
||||||
|
var item: Node2D = slot.get_child(0) as Node2D
|
||||||
|
var saved_pos: Vector2 = item.global_position
|
||||||
|
slot.remove_child(item)
|
||||||
|
var scene_parent: Node = get_parent()
|
||||||
|
if scene_parent != null:
|
||||||
|
scene_parent.add_child(item)
|
||||||
|
item.global_position = saved_pos
|
||||||
|
return item
|
||||||
|
|
||||||
|
|
||||||
|
func get_held_item(hand: String) -> Node2D:
|
||||||
|
if hand != "left" and hand != "right":
|
||||||
|
return null
|
||||||
|
var slot: Node2D = get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null or slot.get_child_count() == 0:
|
||||||
|
return null
|
||||||
|
return slot.get_child(0) as Node2D
|
||||||
|
|
||||||
|
|
||||||
|
func is_hand_free(hand: String) -> bool:
|
||||||
|
return get_held_item(hand) == null
|
||||||
|
|
||||||
|
|
||||||
func _update_visual_state() -> void:
|
func _update_visual_state() -> void:
|
||||||
if data == null:
|
if data == null:
|
||||||
return
|
return
|
||||||
@@ -56,14 +153,67 @@ func _update_visual_state() -> void:
|
|||||||
ear_right.color = color
|
ear_right.color = color
|
||||||
|
|
||||||
|
|
||||||
func _on_drag_picked_up(_pos: Vector2) -> void:
|
func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return
|
||||||
|
var i: int = layer - 1
|
||||||
|
var existing: Node2D = _outfit_item_refs[i] as Node2D
|
||||||
|
if existing != null:
|
||||||
|
existing.global_position = global_position + _ITEM_DROP_OFFSET
|
||||||
|
existing.visible = true
|
||||||
|
_outfit_item_refs[i] = item_node
|
||||||
|
set_outfit(layer, item_id, texture)
|
||||||
|
if item_node != null:
|
||||||
|
item_node.visible = false
|
||||||
|
|
||||||
|
|
||||||
|
func remove_outfit(layer: int) -> void:
|
||||||
|
if layer < 1 or layer > 3:
|
||||||
|
return
|
||||||
|
var i: int = layer - 1
|
||||||
|
clear_outfit(layer)
|
||||||
|
var item_ref: Node2D = _outfit_item_refs[i] as Node2D
|
||||||
|
if item_ref != null:
|
||||||
|
_outfit_item_refs[i] = null
|
||||||
|
item_ref.global_position = global_position + _ITEM_DROP_OFFSET
|
||||||
|
item_ref.visible = true
|
||||||
|
|
||||||
|
|
||||||
|
func _handle_outfit_tap() -> void:
|
||||||
|
for layer: int in range(3, 0, -1):
|
||||||
|
if not get_outfit(layer).is_empty():
|
||||||
|
remove_outfit(layer)
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_picked_up(pos: Vector2) -> void:
|
||||||
|
AudioManager.play_sfx("character_pickup")
|
||||||
_is_held = true
|
_is_held = true
|
||||||
|
_drag_start_position = pos
|
||||||
|
set_animation_state("held")
|
||||||
character_picked_up.emit(self)
|
character_picked_up.emit(self)
|
||||||
|
|
||||||
|
|
||||||
func _on_drag_released(pos: Vector2) -> void:
|
func _on_drag_released(pos: Vector2) -> void:
|
||||||
_is_held = false
|
_is_held = false
|
||||||
|
var drag_distance: float = pos.distance_to(_drag_start_position)
|
||||||
|
if drag_distance < _TAP_THRESHOLD:
|
||||||
|
AudioManager.play_sfx("character_tap")
|
||||||
|
set_animation_state("idle")
|
||||||
|
_handle_outfit_tap()
|
||||||
|
return
|
||||||
|
AudioManager.play_sfx("character_place")
|
||||||
|
set_animation_state("idle")
|
||||||
if data == null or data.id.is_empty():
|
if data == null or data.id.is_empty():
|
||||||
return
|
return
|
||||||
GameState.set_character_position(character_id, global_position)
|
GameState.set_character_position(character_id, global_position)
|
||||||
character_placed.emit(self, global_position)
|
character_placed.emit(self, global_position)
|
||||||
|
|
||||||
|
|
||||||
|
func _refresh_outfit_layers() -> void:
|
||||||
|
if data == null:
|
||||||
|
return
|
||||||
|
for i: int in range(3):
|
||||||
|
var layer_node: Sprite2D = get_node_or_null("OutfitLayer%d" % (i + 1)) as Sprite2D
|
||||||
|
if layer_node != null:
|
||||||
|
layer_node.visible = not data.outfit[i].is_empty()
|
||||||
|
|||||||
@@ -10,3 +10,6 @@ enum Species { BUNNY, KITTEN }
|
|||||||
@export var state: State = State.HEALTHY
|
@export var state: State = State.HEALTHY
|
||||||
@export var current_floor: int = 0
|
@export var current_floor: int = 0
|
||||||
@export var position: Vector2 = Vector2.ZERO
|
@export var position: Vector2 = Vector2.ZERO
|
||||||
|
@export var outfit: Array[String] = ["", "", ""]
|
||||||
|
@export var held_left: String = ""
|
||||||
|
@export var held_right: String = ""
|
||||||
|
|||||||
@@ -0,0 +1,62 @@
|
|||||||
|
## SnapReceiver — scans for nearby SnapPoints when the parent Character is released.
|
||||||
|
## Attach as child of Character. Connects automatically to DragDropComponent signals.
|
||||||
|
class_name SnapReceiver extends Node
|
||||||
|
|
||||||
|
const SCAN_RADIUS: float = 80.0
|
||||||
|
|
||||||
|
var _current_snap: SnapPoint = null
|
||||||
|
var _character: Character
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_character = get_parent() as Character
|
||||||
|
var drag: DragDropComponent = _character.get_node_or_null("DragDropComponent") as DragDropComponent
|
||||||
|
if drag != null:
|
||||||
|
drag.drag_picked_up.connect(_on_drag_picked_up)
|
||||||
|
drag.drag_released.connect(_on_drag_released)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_picked_up(_pos: Vector2) -> void:
|
||||||
|
if _current_snap != null:
|
||||||
|
_current_snap.unsnap()
|
||||||
|
_current_snap = null
|
||||||
|
_character.set_animation_state("held")
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
var nearest: SnapPoint = _find_nearest_accepting_snap()
|
||||||
|
if nearest != null:
|
||||||
|
_current_snap = nearest
|
||||||
|
nearest.snap(_character)
|
||||||
|
_character.global_position = nearest.global_position
|
||||||
|
_character.set_animation_state(nearest.pose)
|
||||||
|
else:
|
||||||
|
_character.set_animation_state("idle")
|
||||||
|
|
||||||
|
|
||||||
|
func _find_nearest_accepting_snap() -> SnapPoint:
|
||||||
|
var best: SnapPoint = null
|
||||||
|
var best_dist: float = SCAN_RADIUS
|
||||||
|
for node: Node in get_tree().get_nodes_in_group("snap_points"):
|
||||||
|
var snap_point: SnapPoint = node as SnapPoint
|
||||||
|
if snap_point == null:
|
||||||
|
continue
|
||||||
|
if not snap_point.accepts(_character):
|
||||||
|
continue
|
||||||
|
var dist: float = _character.global_position.distance_to(snap_point.global_position)
|
||||||
|
if dist < best_dist:
|
||||||
|
best_dist = dist
|
||||||
|
best = snap_point
|
||||||
|
return best
|
||||||
|
|
||||||
|
|
||||||
|
func get_current_snap() -> SnapPoint:
|
||||||
|
return _current_snap
|
||||||
|
|
||||||
|
|
||||||
|
func force_unsnap() -> void:
|
||||||
|
if _current_snap == null:
|
||||||
|
return
|
||||||
|
_current_snap.unsnap()
|
||||||
|
_current_snap = null
|
||||||
|
_character.set_animation_state("idle")
|
||||||
@@ -8,6 +8,7 @@ func _ready() -> void:
|
|||||||
AudioManager.set_music_volume(GameState.music_volume)
|
AudioManager.set_music_volume(GameState.music_volume)
|
||||||
AudioManager.set_sfx_volume(GameState.sfx_volume)
|
AudioManager.set_sfx_volume(GameState.sfx_volume)
|
||||||
_apply_saved_state()
|
_apply_saved_state()
|
||||||
|
RoomNavigator.go_to_room_by_name(GameState.current_room)
|
||||||
|
|
||||||
|
|
||||||
func _apply_saved_state() -> void:
|
func _apply_saved_state() -> void:
|
||||||
|
|||||||
@@ -52,6 +52,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _drive_in() -> void:
|
func _drive_in() -> void:
|
||||||
|
AudioManager.play_sfx("ambulance_siren")
|
||||||
_is_animating = true
|
_is_animating = true
|
||||||
_is_parked = false
|
_is_parked = false
|
||||||
var tween: Tween = create_tween()
|
var tween: Tween = create_tween()
|
||||||
|
|||||||
@@ -0,0 +1,55 @@
|
|||||||
|
## Balloon — tap to pop, auto-respawns after a delay.
|
||||||
|
class_name Balloon extends Node2D
|
||||||
|
|
||||||
|
enum State { IDLE, POPPING, POPPED, RESPAWNING }
|
||||||
|
|
||||||
|
const POP_DURATION: float = 0.15
|
||||||
|
const RESPAWN_DURATION: float = 0.30
|
||||||
|
const RESPAWN_DELAY: float = 5.0
|
||||||
|
const BUTTON_HALF_SIZE: float = 20.0
|
||||||
|
|
||||||
|
var _state: State = State.IDLE
|
||||||
|
|
||||||
|
|
||||||
|
func _input(event: InputEvent) -> void:
|
||||||
|
if _state != State.IDLE:
|
||||||
|
return
|
||||||
|
if not event is InputEventScreenTouch:
|
||||||
|
return
|
||||||
|
var touch: InputEventScreenTouch = event as InputEventScreenTouch
|
||||||
|
if not touch.pressed:
|
||||||
|
return
|
||||||
|
var local: Vector2 = to_local(touch.position)
|
||||||
|
if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
|
||||||
|
return
|
||||||
|
_start_pop()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_pop() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
|
_state = State.POPPING
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_IN)
|
||||||
|
tween.set_trans(Tween.TRANS_BACK)
|
||||||
|
tween.tween_property(self, "scale", Vector2.ZERO, POP_DURATION)
|
||||||
|
tween.tween_callback(_on_pop_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_pop_complete() -> void:
|
||||||
|
_state = State.POPPED
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_interval(RESPAWN_DELAY)
|
||||||
|
tween.tween_callback(_start_respawn)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_respawn() -> void:
|
||||||
|
_state = State.RESPAWNING
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.set_ease(Tween.EASE_OUT)
|
||||||
|
tween.set_trans(Tween.TRANS_BACK)
|
||||||
|
tween.tween_property(self, "scale", Vector2.ONE, RESPAWN_DURATION)
|
||||||
|
tween.tween_callback(_on_respawn_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_respawn_complete() -> void:
|
||||||
|
_state = State.IDLE
|
||||||
@@ -0,0 +1,56 @@
|
|||||||
|
## Cake — tap to cut a slice, slice auto-respawns after a delay.
|
||||||
|
class_name Cake extends Node2D
|
||||||
|
|
||||||
|
enum State { WHOLE, CUTTING, CUT, RESETTING }
|
||||||
|
|
||||||
|
const CUT_DURATION: float = 0.3
|
||||||
|
const RESET_DURATION: float = 0.3
|
||||||
|
const RESET_DELAY: float = 3.0
|
||||||
|
const BUTTON_HALF_WIDTH: float = 40.0
|
||||||
|
const BUTTON_HALF_HEIGHT: float = 20.0
|
||||||
|
|
||||||
|
var _state: State = State.WHOLE
|
||||||
|
|
||||||
|
|
||||||
|
func _input(event: InputEvent) -> void:
|
||||||
|
if _state != State.WHOLE:
|
||||||
|
return
|
||||||
|
if not event is InputEventScreenTouch:
|
||||||
|
return
|
||||||
|
var touch: InputEventScreenTouch = event as InputEventScreenTouch
|
||||||
|
if not touch.pressed:
|
||||||
|
return
|
||||||
|
var local: Vector2 = to_local(touch.position)
|
||||||
|
if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
|
||||||
|
return
|
||||||
|
_start_cutting()
|
||||||
|
|
||||||
|
|
||||||
|
func _start_cutting() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
|
_state = State.CUTTING
|
||||||
|
var slice: Node2D = get_node_or_null("Slice") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
if slice != null:
|
||||||
|
tween.tween_property(slice, "modulate:a", 0.0, CUT_DURATION)
|
||||||
|
tween.tween_callback(_on_cut_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_cut_complete() -> void:
|
||||||
|
_state = State.CUT
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_interval(RESET_DELAY)
|
||||||
|
tween.tween_callback(_start_reset)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_reset() -> void:
|
||||||
|
_state = State.RESETTING
|
||||||
|
var slice: Node2D = get_node_or_null("Slice") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
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
|
||||||
@@ -0,0 +1,9 @@
|
|||||||
|
## ChestItemData — configuration for a single item slot inside a RoomChest.
|
||||||
|
class_name ChestItemData extends Resource
|
||||||
|
|
||||||
|
enum ItemType { HOLDABLE, OUTFIT }
|
||||||
|
|
||||||
|
@export var item_id: String = ""
|
||||||
|
@export var item_type: ItemType = ItemType.HOLDABLE
|
||||||
|
@export_range(1, 3) var outfit_layer: int = 1
|
||||||
|
@export var spawn_offset: Vector2 = Vector2.ZERO
|
||||||
@@ -28,6 +28,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _start_rocking() -> void:
|
func _start_rocking() -> void:
|
||||||
|
AudioManager.play_sfx("cradle_rock")
|
||||||
_state = State.ROCKING
|
_state = State.ROCKING
|
||||||
var tween: Tween = create_tween()
|
var tween: Tween = create_tween()
|
||||||
tween.set_ease(Tween.EASE_IN_OUT)
|
tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
|||||||
@@ -44,6 +44,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _start_arrival() -> void:
|
func _start_arrival() -> void:
|
||||||
|
AudioManager.play_sfx("delivery_cheer")
|
||||||
_state = State.MAMA_ARRIVING
|
_state = State.MAMA_ARRIVING
|
||||||
var mama: Node2D = get_node_or_null("Mama") as Node2D
|
var mama: Node2D = get_node_or_null("Mama") as Node2D
|
||||||
if mama == null:
|
if mama == null:
|
||||||
|
|||||||
@@ -1,11 +1,14 @@
|
|||||||
## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
|
## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
|
||||||
|
## Auto-resets after RESET_DELAY seconds.
|
||||||
class_name GiftBox extends Node2D
|
class_name GiftBox extends Node2D
|
||||||
|
|
||||||
enum State { CLOSED, OPENING, OPEN }
|
enum State { CLOSED, OPENING, RESETTING }
|
||||||
|
|
||||||
const LID_OPEN_Y: float = -120.0
|
const LID_OPEN_Y: float = -120.0
|
||||||
|
const CLOSED_LID_Y: float = -60.0
|
||||||
const OPEN_DURATION: float = 0.5
|
const OPEN_DURATION: float = 0.5
|
||||||
const GIFT_FADE_DURATION: float = 0.4
|
const GIFT_FADE_DURATION: float = 0.4
|
||||||
|
const RESET_DELAY: float = 3.0
|
||||||
const BUTTON_HALF_WIDTH: float = 40.0
|
const BUTTON_HALF_WIDTH: float = 40.0
|
||||||
const BUTTON_HALF_HEIGHT: float = 50.0
|
const BUTTON_HALF_HEIGHT: float = 50.0
|
||||||
|
|
||||||
@@ -33,10 +36,11 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _start_opening() -> void:
|
func _start_opening() -> void:
|
||||||
|
AudioManager.play_sfx("gift_open")
|
||||||
_state = State.OPENING
|
_state = State.OPENING
|
||||||
var lid: Node2D = get_node_or_null("Lid") as Node2D
|
var lid: Node2D = get_node_or_null("Lid") as Node2D
|
||||||
if lid == null:
|
if lid == null:
|
||||||
_state = State.OPEN
|
_on_lid_opened()
|
||||||
return
|
return
|
||||||
var tween: Tween = create_tween()
|
var tween: Tween = create_tween()
|
||||||
tween.set_ease(Tween.EASE_OUT)
|
tween.set_ease(Tween.EASE_OUT)
|
||||||
@@ -47,9 +51,26 @@ func _start_opening() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _on_lid_opened() -> void:
|
func _on_lid_opened() -> void:
|
||||||
_state = State.OPEN
|
_state = State.RESETTING
|
||||||
var gift: Node2D = get_node_or_null("Gift") as Node2D
|
var gift: Node2D = get_node_or_null("Gift") as Node2D
|
||||||
if gift == null:
|
|
||||||
return
|
|
||||||
var tween: Tween = create_tween()
|
var tween: Tween = create_tween()
|
||||||
|
if gift != null:
|
||||||
tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
|
tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
|
||||||
|
tween.tween_interval(RESET_DELAY)
|
||||||
|
tween.tween_callback(_start_close_lid)
|
||||||
|
|
||||||
|
|
||||||
|
func _start_close_lid() -> void:
|
||||||
|
var lid: Node2D = get_node_or_null("Lid") as Node2D
|
||||||
|
var gift: Node2D = get_node_or_null("Gift") as Node2D
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
if lid != null:
|
||||||
|
tween.parallel().tween_property(lid, "position:y", CLOSED_LID_Y, OPEN_DURATION)
|
||||||
|
tween.parallel().tween_property(lid, "modulate:a", 1.0, OPEN_DURATION)
|
||||||
|
if gift != null:
|
||||||
|
tween.parallel().tween_property(gift, "modulate:a", 0.0, OPEN_DURATION)
|
||||||
|
tween.tween_callback(_on_reset_complete)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_reset_complete() -> void:
|
||||||
|
_state = State.CLOSED
|
||||||
|
|||||||
@@ -0,0 +1,95 @@
|
|||||||
|
## HoldableItem — Node2D that can be held in a Character's HandLeft or HandRight slot.
|
||||||
|
## Attach DragDropComponent as a child. On drag_released scans "characters" group for
|
||||||
|
## the nearest free hand slot within HAND_SLOT_RADIUS.
|
||||||
|
class_name HoldableItem extends Node2D
|
||||||
|
|
||||||
|
signal item_picked_up(item: HoldableItem)
|
||||||
|
signal item_placed(item: HoldableItem)
|
||||||
|
|
||||||
|
const HAND_SLOT_RADIUS: float = 60.0
|
||||||
|
const CHEST_RETURN_RADIUS: float = 80.0
|
||||||
|
|
||||||
|
@export var item_id: String = ""
|
||||||
|
|
||||||
|
var home_chest: Node2D = null
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
|
||||||
|
if drag != null:
|
||||||
|
drag.drag_picked_up.connect(_on_drag_picked_up)
|
||||||
|
drag.drag_released.connect(_on_drag_released)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_picked_up(_pos: Vector2) -> void:
|
||||||
|
if is_in_hand_slot():
|
||||||
|
_detach_from_hand_slot()
|
||||||
|
AudioManager.play_sfx("item_drag_start")
|
||||||
|
item_picked_up.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
if _try_return_to_chest():
|
||||||
|
return
|
||||||
|
var result: Array = _find_nearest_free_hand_slot()
|
||||||
|
if not result.is_empty():
|
||||||
|
var character: Character = result[0] as Character
|
||||||
|
var hand: String = result[1] as String
|
||||||
|
character.attach_item(hand, self)
|
||||||
|
AudioManager.play_sfx("item_drop_hand")
|
||||||
|
else:
|
||||||
|
AudioManager.play_sfx("item_drop_floor")
|
||||||
|
item_placed.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func _try_return_to_chest() -> bool:
|
||||||
|
if home_chest == null:
|
||||||
|
return false
|
||||||
|
if global_position.distance_to(home_chest.global_position) >= CHEST_RETURN_RADIUS:
|
||||||
|
return false
|
||||||
|
var chest: RoomChest = home_chest as RoomChest
|
||||||
|
if chest == null:
|
||||||
|
return false
|
||||||
|
AudioManager.play_sfx("item_return_chest")
|
||||||
|
chest.receive_item(self)
|
||||||
|
return true
|
||||||
|
|
||||||
|
|
||||||
|
func is_in_hand_slot() -> bool:
|
||||||
|
var p: Node = get_parent()
|
||||||
|
if p == null:
|
||||||
|
return false
|
||||||
|
return p.name == "HandLeft" or p.name == "HandRight"
|
||||||
|
|
||||||
|
|
||||||
|
func _detach_from_hand_slot() -> void:
|
||||||
|
var hand_slot: Node = get_parent()
|
||||||
|
var character: Character = hand_slot.get_parent() as Character
|
||||||
|
if character == null:
|
||||||
|
return
|
||||||
|
var hand: String = "left" if hand_slot.name == "HandLeft" else "right"
|
||||||
|
character.detach_item(hand)
|
||||||
|
|
||||||
|
|
||||||
|
func _find_nearest_free_hand_slot() -> Array:
|
||||||
|
var best_dist: float = HAND_SLOT_RADIUS
|
||||||
|
var best_character: Character = null
|
||||||
|
var best_hand: String = ""
|
||||||
|
for node: Node in get_tree().get_nodes_in_group("characters"):
|
||||||
|
var character: Character = node as Character
|
||||||
|
if character == null:
|
||||||
|
continue
|
||||||
|
for hand: String in ["left", "right"]:
|
||||||
|
if not character.is_hand_free(hand):
|
||||||
|
continue
|
||||||
|
var slot: Node2D = character.get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||||
|
if slot == null:
|
||||||
|
continue
|
||||||
|
var dist: float = global_position.distance_to(slot.global_position)
|
||||||
|
if dist < best_dist:
|
||||||
|
best_dist = dist
|
||||||
|
best_character = character
|
||||||
|
best_hand = hand
|
||||||
|
if best_character == null:
|
||||||
|
return []
|
||||||
|
return [best_character, best_hand]
|
||||||
@@ -39,6 +39,7 @@ func _on_area_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -
|
|||||||
|
|
||||||
|
|
||||||
func _trigger_interaction() -> void:
|
func _trigger_interaction() -> void:
|
||||||
|
AudioManager.play_sfx("object_tap")
|
||||||
_set_state(State.ACTIVE)
|
_set_state(State.ACTIVE)
|
||||||
object_interacted.emit(self)
|
object_interacted.emit(self)
|
||||||
GameState.set_object_state(object_id, "active")
|
GameState.set_object_state(object_id, "active")
|
||||||
|
|||||||
@@ -0,0 +1,34 @@
|
|||||||
|
## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
|
||||||
|
## within OUTFIT_APPLY_RADIUS of the character's center. Falls back to hand slot
|
||||||
|
## attachment if no character body is in range.
|
||||||
|
class_name OutfitItem extends HoldableItem
|
||||||
|
|
||||||
|
const OUTFIT_APPLY_RADIUS: float = 80.0
|
||||||
|
|
||||||
|
@export var outfit_layer: int = 1
|
||||||
|
@export var outfit_sprite: Texture2D
|
||||||
|
|
||||||
|
|
||||||
|
func _on_drag_released(_pos: Vector2) -> void:
|
||||||
|
if _try_return_to_chest():
|
||||||
|
return
|
||||||
|
var character: Character = _find_nearest_character()
|
||||||
|
if character != null:
|
||||||
|
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
|
||||||
|
AudioManager.play_sfx("item_drop_outfit")
|
||||||
|
return
|
||||||
|
super._on_drag_released(_pos)
|
||||||
|
|
||||||
|
|
||||||
|
func _find_nearest_character() -> Character:
|
||||||
|
var best_dist: float = OUTFIT_APPLY_RADIUS
|
||||||
|
var best: Character = null
|
||||||
|
for node: Node in get_tree().get_nodes_in_group("characters"):
|
||||||
|
var character: Character = node as Character
|
||||||
|
if character == null:
|
||||||
|
continue
|
||||||
|
var dist: float = global_position.distance_to(character.global_position)
|
||||||
|
if dist < best_dist:
|
||||||
|
best_dist = dist
|
||||||
|
best = character
|
||||||
|
return best
|
||||||
@@ -0,0 +1,123 @@
|
|||||||
|
## RoomChest — tappable storage node. Spawns HoldableItem/OutfitItem instances on demand.
|
||||||
|
## Items fly out with a tween. Receives items back via receive_item().
|
||||||
|
class_name RoomChest extends Node2D
|
||||||
|
|
||||||
|
signal items_spawned(chest: RoomChest)
|
||||||
|
signal item_received(chest: RoomChest, item_id: String)
|
||||||
|
|
||||||
|
const SPAWN_TWEEN_DURATION: float = 0.3
|
||||||
|
|
||||||
|
@export var chest_id: String = ""
|
||||||
|
@export var tap_radius: float = 50.0
|
||||||
|
|
||||||
|
var _spawned_items: Array[HoldableItem] = []
|
||||||
|
var _item_configs: Array[ChestItemData] = []
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_to_group("room_chests")
|
||||||
|
_item_configs = RoomChestConfig.get_items(chest_id)
|
||||||
|
if not chest_id.is_empty() and GameState.has_method("get_chest_state"):
|
||||||
|
if not GameState.get_chest_state(chest_id).is_empty():
|
||||||
|
call_deferred("spawn_items")
|
||||||
|
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
var press_pos: Vector2 = _get_press_position(event)
|
||||||
|
if press_pos == Vector2.INF:
|
||||||
|
return
|
||||||
|
var canvas_pos: Vector2 = get_viewport().get_canvas_transform().affine_inverse() * press_pos
|
||||||
|
if canvas_pos.distance_to(global_position) > tap_radius:
|
||||||
|
return
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
AudioManager.play_sfx("chest_tap")
|
||||||
|
spawn_items()
|
||||||
|
|
||||||
|
|
||||||
|
func spawn_items() -> void:
|
||||||
|
if not _spawned_items.is_empty():
|
||||||
|
return
|
||||||
|
AudioManager.play_sfx("item_spawn")
|
||||||
|
var parent: Node = get_parent()
|
||||||
|
for config: ChestItemData in _item_configs:
|
||||||
|
var item: HoldableItem = _create_item(config)
|
||||||
|
item.home_chest = self
|
||||||
|
if parent != null:
|
||||||
|
parent.add_child(item)
|
||||||
|
else:
|
||||||
|
add_child(item)
|
||||||
|
item.global_position = global_position
|
||||||
|
_spawned_items.append(item)
|
||||||
|
_tween_item_out(item, config.spawn_offset)
|
||||||
|
if GameState.has_method("set_chest_state"):
|
||||||
|
GameState.set_chest_state(chest_id, _get_spawned_ids())
|
||||||
|
items_spawned.emit(self)
|
||||||
|
|
||||||
|
|
||||||
|
func receive_item(item: HoldableItem) -> void:
|
||||||
|
if not _spawned_items.has(item):
|
||||||
|
return
|
||||||
|
_spawned_items.erase(item)
|
||||||
|
if GameState.has_method("set_chest_state"):
|
||||||
|
if _spawned_items.is_empty():
|
||||||
|
GameState.clear_chest_state(chest_id)
|
||||||
|
else:
|
||||||
|
GameState.set_chest_state(chest_id, _get_spawned_ids())
|
||||||
|
item_received.emit(self, item.item_id)
|
||||||
|
_tween_item_in(item)
|
||||||
|
|
||||||
|
|
||||||
|
func are_items_spawned() -> bool:
|
||||||
|
return not _spawned_items.is_empty()
|
||||||
|
|
||||||
|
|
||||||
|
func get_spawned_count() -> int:
|
||||||
|
return _spawned_items.size()
|
||||||
|
|
||||||
|
|
||||||
|
func get_item_config_count() -> int:
|
||||||
|
return _item_configs.size()
|
||||||
|
|
||||||
|
|
||||||
|
func get_spawned_item(index: int) -> HoldableItem:
|
||||||
|
if index < 0 or index >= _spawned_items.size():
|
||||||
|
return null
|
||||||
|
return _spawned_items[index]
|
||||||
|
|
||||||
|
|
||||||
|
func _get_press_position(event: InputEvent) -> Vector2:
|
||||||
|
if event is InputEventScreenTouch and event.pressed:
|
||||||
|
return event.position
|
||||||
|
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
|
||||||
|
return event.position
|
||||||
|
return Vector2.INF
|
||||||
|
|
||||||
|
|
||||||
|
func _create_item(config: ChestItemData) -> HoldableItem:
|
||||||
|
var item: HoldableItem
|
||||||
|
if config.item_type == ChestItemData.ItemType.OUTFIT:
|
||||||
|
var outfit: OutfitItem = OutfitItem.new()
|
||||||
|
outfit.outfit_layer = config.outfit_layer
|
||||||
|
item = outfit
|
||||||
|
else:
|
||||||
|
item = HoldableItem.new()
|
||||||
|
item.item_id = config.item_id
|
||||||
|
return item
|
||||||
|
|
||||||
|
|
||||||
|
func _get_spawned_ids() -> Array[String]:
|
||||||
|
var ids: Array[String] = []
|
||||||
|
for item: HoldableItem in _spawned_items:
|
||||||
|
ids.append(item.item_id)
|
||||||
|
return ids
|
||||||
|
|
||||||
|
|
||||||
|
func _tween_item_out(item: HoldableItem, offset: Vector2) -> void:
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_property(item, "global_position", global_position + offset, SPAWN_TWEEN_DURATION)
|
||||||
|
|
||||||
|
|
||||||
|
func _tween_item_in(item: HoldableItem) -> void:
|
||||||
|
var tween: Tween = create_tween()
|
||||||
|
tween.tween_property(item, "global_position", global_position, SPAWN_TWEEN_DURATION)
|
||||||
|
tween.tween_callback(item.queue_free)
|
||||||
@@ -0,0 +1,107 @@
|
|||||||
|
## RoomChestConfig — static item configuration for all room chests.
|
||||||
|
## Maps chest_id strings to ChestItemData arrays. No assets needed: item_id strings only.
|
||||||
|
class_name RoomChestConfig
|
||||||
|
|
||||||
|
const _OFFSET_LEFT: Vector2 = Vector2(-70.0, -60.0)
|
||||||
|
const _OFFSET_CENTER: Vector2 = Vector2(0.0, -80.0)
|
||||||
|
const _OFFSET_RIGHT: Vector2 = Vector2(70.0, -60.0)
|
||||||
|
const _OFFSET_LEFT_2: Vector2 = Vector2(-50.0, -60.0)
|
||||||
|
const _OFFSET_RIGHT_2: Vector2 = Vector2(50.0, -60.0)
|
||||||
|
|
||||||
|
|
||||||
|
static func get_items(chest_id: String) -> Array[ChestItemData]:
|
||||||
|
match chest_id:
|
||||||
|
"reception_desk":
|
||||||
|
return _make([
|
||||||
|
["clipboard", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["pen", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["bandage", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"giftshop_shelf":
|
||||||
|
return _make([
|
||||||
|
["gift_box", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["ribbon", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["balloon", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"restaurant_counter":
|
||||||
|
return _make([
|
||||||
|
["teacup", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["plate", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["spoon", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"emergency_cabinet":
|
||||||
|
return _make([
|
||||||
|
["bandage_roll", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["syringe", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["ice_pack", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"xray_cabinet":
|
||||||
|
return _make([
|
||||||
|
["xray_sheet", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["lead_apron", ChestItemData.ItemType.OUTFIT, 1, _OFFSET_CENTER],
|
||||||
|
["marker", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"pharmacy_medicine":
|
||||||
|
return _make([
|
||||||
|
["pill_bottle", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT_2],
|
||||||
|
["syrup", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT_2],
|
||||||
|
])
|
||||||
|
"pharmacy_tools":
|
||||||
|
return _make([
|
||||||
|
["mortar", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT_2],
|
||||||
|
["spatula", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT_2],
|
||||||
|
])
|
||||||
|
"lab_bench":
|
||||||
|
return _make([
|
||||||
|
["test_tube", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["pipette", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["microscope_slide", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"patient_cabinet":
|
||||||
|
return _make([
|
||||||
|
["thermometer", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["stethoscope", ChestItemData.ItemType.OUTFIT, 2, _OFFSET_CENTER],
|
||||||
|
["pillow", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"ultrasound_cart":
|
||||||
|
return _make([
|
||||||
|
["gel_tube", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["probe", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["towel", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"delivery_cabinet":
|
||||||
|
return _make([
|
||||||
|
["swaddle", ChestItemData.ItemType.OUTFIT, 1, _OFFSET_LEFT],
|
||||||
|
["scissors", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["cord_clamp", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"nursery_shelf":
|
||||||
|
return _make([
|
||||||
|
["bottle", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT],
|
||||||
|
["rattle", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_CENTER],
|
||||||
|
["blanket", ChestItemData.ItemType.OUTFIT, 1, _OFFSET_RIGHT],
|
||||||
|
])
|
||||||
|
"garden_table":
|
||||||
|
return _make([
|
||||||
|
["teapot", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT_2],
|
||||||
|
["cake", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_RIGHT_2],
|
||||||
|
])
|
||||||
|
"garden_storage":
|
||||||
|
return _make([
|
||||||
|
["confetti", ChestItemData.ItemType.HOLDABLE, 1, _OFFSET_LEFT_2],
|
||||||
|
["party_hat", ChestItemData.ItemType.OUTFIT, 1, _OFFSET_RIGHT_2],
|
||||||
|
])
|
||||||
|
return []
|
||||||
|
|
||||||
|
|
||||||
|
static func _make(data: Array) -> Array[ChestItemData]:
|
||||||
|
var result: Array[ChestItemData] = []
|
||||||
|
for entry: Array in data:
|
||||||
|
assert(entry.size() == 4, "ChestItemData entry must have 4 elements: " + str(entry))
|
||||||
|
var d: ChestItemData = ChestItemData.new()
|
||||||
|
d.item_id = entry[0]
|
||||||
|
d.item_type = entry[1]
|
||||||
|
d.outfit_layer = entry[2]
|
||||||
|
d.spawn_offset = entry[3]
|
||||||
|
result.append(d)
|
||||||
|
return result
|
||||||
@@ -0,0 +1,42 @@
|
|||||||
|
## SnapPoint — attachment position on furniture where a Character can snap into a pose.
|
||||||
|
## Add to any furniture node. The node auto-registers in the "snap_points" group on _ready.
|
||||||
|
class_name SnapPoint extends Node2D
|
||||||
|
|
||||||
|
signal character_snapped(character: Character)
|
||||||
|
signal character_unsnapped(character: Character)
|
||||||
|
|
||||||
|
@export var pose: String = "sitting"
|
||||||
|
@export var baby_only: bool = false
|
||||||
|
|
||||||
|
var occupant: Character = null
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
add_to_group("snap_points")
|
||||||
|
|
||||||
|
|
||||||
|
func is_free() -> bool:
|
||||||
|
return occupant == null
|
||||||
|
|
||||||
|
|
||||||
|
func accepts(character: Character) -> bool:
|
||||||
|
if not is_free():
|
||||||
|
return false
|
||||||
|
if not baby_only:
|
||||||
|
return true
|
||||||
|
if character.data == null:
|
||||||
|
return false
|
||||||
|
return character.data.state == CharacterData.State.BABY
|
||||||
|
|
||||||
|
|
||||||
|
func snap(character: Character) -> void:
|
||||||
|
occupant = character
|
||||||
|
character_snapped.emit(character)
|
||||||
|
|
||||||
|
|
||||||
|
func unsnap() -> void:
|
||||||
|
if occupant == null:
|
||||||
|
return
|
||||||
|
var prev: Character = occupant
|
||||||
|
occupant = null
|
||||||
|
character_unsnapped.emit(prev)
|
||||||
@@ -27,6 +27,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _start_pouring() -> void:
|
func _start_pouring() -> void:
|
||||||
|
AudioManager.play_sfx("tea_pour")
|
||||||
_state = State.POURING
|
_state = State.POURING
|
||||||
var tween: Tween = create_tween()
|
var tween: Tween = create_tween()
|
||||||
tween.set_ease(Tween.EASE_IN_OUT)
|
tween.set_ease(Tween.EASE_IN_OUT)
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
|
## UltrasoundMachine — displays a continuous heartbeat pulse on the screen.
|
||||||
|
## Plays looping ambient heartbeat audio when the ultrasound room is active.
|
||||||
class_name UltrasoundMachine extends Node2D
|
class_name UltrasoundMachine extends Node2D
|
||||||
|
|
||||||
const BEAT_RISE_DURATION: float = 0.12
|
const BEAT_RISE_DURATION: float = 0.12
|
||||||
@@ -6,10 +7,50 @@ const BEAT_FALL_DURATION: float = 0.12
|
|||||||
const BEAT_INTERVAL: float = 0.60
|
const BEAT_INTERVAL: float = 0.60
|
||||||
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
|
const BEAT_SCALE_PEAK: Vector2 = Vector2(1.5, 1.5)
|
||||||
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
|
const BEAT_SCALE_REST: Vector2 = Vector2(1.0, 1.0)
|
||||||
|
const _HEARTBEAT_PATH: String = "res://assets/audio/sfx/ultrasound_heartbeat.ogg"
|
||||||
|
|
||||||
|
@export var trigger_floor: int = 2
|
||||||
|
@export var trigger_room: int = 0
|
||||||
|
|
||||||
|
var _audio: AudioStreamPlayer
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
_start_heartbeat_loop()
|
_start_heartbeat_loop()
|
||||||
|
_setup_audio()
|
||||||
|
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 _setup_audio() -> void:
|
||||||
|
_audio = AudioStreamPlayer.new()
|
||||||
|
add_child(_audio)
|
||||||
|
if AudioServer.get_driver_name() == "Dummy":
|
||||||
|
return
|
||||||
|
if not ResourceLoader.exists(_HEARTBEAT_PATH):
|
||||||
|
return
|
||||||
|
var base: AudioStream = load(_HEARTBEAT_PATH) as AudioStream
|
||||||
|
if base == null:
|
||||||
|
return
|
||||||
|
var ogg: AudioStreamOggVorbis = base as AudioStreamOggVorbis
|
||||||
|
if ogg == null:
|
||||||
|
return
|
||||||
|
ogg = ogg.duplicate() as AudioStreamOggVorbis
|
||||||
|
ogg.loop = true
|
||||||
|
_audio.stream = ogg
|
||||||
|
|
||||||
|
|
||||||
|
func _on_room_changed(floor_index: int, room_index: int) -> void:
|
||||||
|
if _audio == null or _audio.stream == null:
|
||||||
|
return
|
||||||
|
if floor_index == trigger_floor and room_index == trigger_room:
|
||||||
|
_audio.play()
|
||||||
|
else:
|
||||||
|
_audio.stop()
|
||||||
|
|
||||||
|
|
||||||
func _start_heartbeat_loop() -> void:
|
func _start_heartbeat_loop() -> void:
|
||||||
|
|||||||
@@ -39,6 +39,7 @@ func _input(event: InputEvent) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func _start_scan() -> void:
|
func _start_scan() -> void:
|
||||||
|
AudioManager.play_sfx("xray_scan")
|
||||||
_state = State.SLIDING_IN
|
_state = State.SLIDING_IN
|
||||||
var plate: Node2D = get_node_or_null("Plate") as Node2D
|
var plate: Node2D = get_node_or_null("Plate") as Node2D
|
||||||
if plate == null:
|
if plate == null:
|
||||||
|
|||||||
@@ -10,6 +10,21 @@ const ROOM_WIDTH: float = 1280.0
|
|||||||
const HOME_CAMERA_X: float = 640.0
|
const HOME_CAMERA_X: float = 640.0
|
||||||
const HOME_CAMERA_Y: float = 1080.0
|
const HOME_CAMERA_Y: float = 1080.0
|
||||||
const CAMERA_TWEEN_DURATION: float = 0.6
|
const CAMERA_TWEEN_DURATION: float = 0.6
|
||||||
|
const HOME_ROOM_NAME: String = "garden_party"
|
||||||
|
|
||||||
|
const _ROOM_NAMES: Dictionary = {
|
||||||
|
Vector2i(0, 0): "reception",
|
||||||
|
Vector2i(0, 1): "giftshop",
|
||||||
|
Vector2i(0, 2): "restaurant",
|
||||||
|
Vector2i(0, 3): "emergency",
|
||||||
|
Vector2i(1, 0): "xray",
|
||||||
|
Vector2i(1, 1): "pharmacy",
|
||||||
|
Vector2i(1, 2): "lab",
|
||||||
|
Vector2i(1, 3): "patient_rooms",
|
||||||
|
Vector2i(2, 0): "ultrasound",
|
||||||
|
Vector2i(2, 1): "delivery_room",
|
||||||
|
Vector2i(2, 2): "nursery",
|
||||||
|
}
|
||||||
|
|
||||||
var _current_floor: int = 0
|
var _current_floor: int = 0
|
||||||
var _current_room: int = 0
|
var _current_room: int = 0
|
||||||
@@ -27,13 +42,16 @@ func go_to_floor(floor_index: int) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func go_to_room(floor_index: int, room_index: int) -> void:
|
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:
|
if not _is_at_home and floor_index == _current_floor and room_index == _current_room:
|
||||||
return
|
return
|
||||||
_is_at_home = false
|
_is_at_home = false
|
||||||
_current_floor = floor_index
|
_current_floor = floor_index
|
||||||
_current_room = room_index
|
_current_room = room_index
|
||||||
|
var room_name: String = _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
|
||||||
|
if not room_name.is_empty():
|
||||||
|
GameState.set_current_room(room_name)
|
||||||
|
if _camera == null:
|
||||||
|
return
|
||||||
var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5
|
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 target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
|
||||||
if _active_tween != null:
|
if _active_tween != null:
|
||||||
@@ -46,11 +64,12 @@ func go_to_room(floor_index: int, room_index: int) -> void:
|
|||||||
|
|
||||||
|
|
||||||
func go_to_home() -> void:
|
func go_to_home() -> void:
|
||||||
if _camera == null:
|
|
||||||
return
|
|
||||||
if _is_at_home:
|
if _is_at_home:
|
||||||
return
|
return
|
||||||
_is_at_home = true
|
_is_at_home = true
|
||||||
|
GameState.set_current_room(HOME_ROOM_NAME)
|
||||||
|
if _camera == null:
|
||||||
|
return
|
||||||
if _active_tween != null:
|
if _active_tween != null:
|
||||||
_active_tween.kill()
|
_active_tween.kill()
|
||||||
_active_tween = create_tween()
|
_active_tween = create_tween()
|
||||||
@@ -61,11 +80,14 @@ func go_to_home() -> void:
|
|||||||
|
|
||||||
|
|
||||||
func go_to_hospital() -> void:
|
func go_to_hospital() -> void:
|
||||||
if _camera == null:
|
|
||||||
return
|
|
||||||
if not _is_at_home:
|
if not _is_at_home:
|
||||||
return
|
return
|
||||||
_is_at_home = false
|
_is_at_home = false
|
||||||
|
var room_name: String = _ROOM_NAMES.get(Vector2i(_current_floor, _current_room), "")
|
||||||
|
if not room_name.is_empty():
|
||||||
|
GameState.set_current_room(room_name)
|
||||||
|
if _camera == null:
|
||||||
|
return
|
||||||
var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
|
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 target_y: float = _current_floor * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
|
||||||
if _active_tween != null:
|
if _active_tween != null:
|
||||||
@@ -77,6 +99,20 @@ func go_to_hospital() -> void:
|
|||||||
_active_tween.finished.connect(func() -> void: hospital_entered.emit())
|
_active_tween.finished.connect(func() -> void: hospital_entered.emit())
|
||||||
|
|
||||||
|
|
||||||
|
func go_to_room_by_name(room_name: String) -> void:
|
||||||
|
if room_name == HOME_ROOM_NAME:
|
||||||
|
go_to_home()
|
||||||
|
return
|
||||||
|
for key: Vector2i in _ROOM_NAMES:
|
||||||
|
if _ROOM_NAMES[key] == room_name:
|
||||||
|
go_to_room(key.x, key.y)
|
||||||
|
return
|
||||||
|
|
||||||
|
|
||||||
|
func get_room_name(floor_index: int, room_index: int) -> String:
|
||||||
|
return _ROOM_NAMES.get(Vector2i(floor_index, room_index), "")
|
||||||
|
|
||||||
|
|
||||||
func get_current_floor() -> int:
|
func get_current_floor() -> int:
|
||||||
return _current_floor
|
return _current_floor
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,91 @@
|
|||||||
|
## Tests for AudioManager — floor derivation, no-op guard, SFX key validation.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
AudioManager._current_floor = -1
|
||||||
|
AudioManager._is_crossfading = false
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor0_reception() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("reception"), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor0_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("giftshop"), 0)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("restaurant"), 0)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("emergency"), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor1_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("xray"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("pharmacy"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("lab"), 1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("patient_rooms"), 1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_floor2_all_rooms() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("ultrasound"), 2)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("delivery_room"), 2)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("nursery"), 2)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_garden() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("garden_party"), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_derive_floor_unknown_returns_minus_one() -> void:
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room("unknown_room"), -1)
|
||||||
|
assert_eq(AudioManager._derive_floor_from_room(""), -1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_current_floor_starts_at_minus_one() -> void:
|
||||||
|
assert_eq(AudioManager.get_current_floor(), -1)
|
||||||
|
|
||||||
|
|
||||||
|
func test_play_floor_music_same_floor_is_noop() -> void:
|
||||||
|
AudioManager._current_floor = 0
|
||||||
|
AudioManager.play_floor_music(0)
|
||||||
|
assert_eq(AudioManager.get_current_floor(), 0)
|
||||||
|
|
||||||
|
|
||||||
|
func test_play_sfx_unknown_key_does_not_crash() -> void:
|
||||||
|
AudioManager.play_sfx("nonexistent_event_xyz")
|
||||||
|
pass
|
||||||
|
|
||||||
|
|
||||||
|
func test_sfx_map_has_all_seven_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("chest_tap"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_spawn"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drag_start"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_hand"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_outfit"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_return_chest"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("item_drop_floor"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_music_map_has_all_four_floors() -> void:
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(0))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(1))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(2))
|
||||||
|
assert_true(AudioManager._MUSIC_MAP.has(3))
|
||||||
|
|
||||||
|
|
||||||
|
func test_default_music_volume_constant_is_0_6() -> void:
|
||||||
|
assert_eq(AudioManager.DEFAULT_MUSIC_VOLUME, 0.6)
|
||||||
|
|
||||||
|
|
||||||
|
func test_sfx_map_has_all_interactive_object_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("xray_scan"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("tea_pour"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("cradle_rock"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("gift_open"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("ambulance_siren"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("delivery_cheer"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("object_tap"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_sfx_map_has_all_character_keys() -> void:
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_pickup"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_place"))
|
||||||
|
assert_true(AudioManager._SFX_MAP.has("character_tap"))
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
## Tests for Balloon — state machine transitions.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
const BalloonScript = preload("res://scripts/objects/balloon.gd")
|
||||||
|
|
||||||
|
var _balloon: Node2D
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_balloon = BalloonScript.new()
|
||||||
|
add_child_autofree(_balloon)
|
||||||
|
|
||||||
|
|
||||||
|
func test_initial_state_is_idle() -> void:
|
||||||
|
assert_eq(_balloon._state, BalloonScript.State.IDLE)
|
||||||
|
|
||||||
|
|
||||||
|
func test_start_pop_transitions_to_popping() -> void:
|
||||||
|
_balloon._start_pop()
|
||||||
|
assert_eq(_balloon._state, BalloonScript.State.POPPING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_pop_complete_transitions_to_popped() -> void:
|
||||||
|
_balloon._on_pop_complete()
|
||||||
|
assert_eq(_balloon._state, BalloonScript.State.POPPED)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_respawn_complete_transitions_to_idle() -> void:
|
||||||
|
_balloon._state = BalloonScript.State.RESPAWNING
|
||||||
|
_balloon._on_respawn_complete()
|
||||||
|
assert_eq(_balloon._state, BalloonScript.State.IDLE)
|
||||||
@@ -0,0 +1,31 @@
|
|||||||
|
## Tests for Cake — state machine transitions.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
const CakeScript = preload("res://scripts/objects/cake.gd")
|
||||||
|
|
||||||
|
var _cake: Node2D
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_cake = CakeScript.new()
|
||||||
|
add_child_autofree(_cake)
|
||||||
|
|
||||||
|
|
||||||
|
func test_initial_state_is_whole() -> void:
|
||||||
|
assert_eq(_cake._state, CakeScript.State.WHOLE)
|
||||||
|
|
||||||
|
|
||||||
|
func test_start_cutting_transitions_to_cutting() -> void:
|
||||||
|
_cake._start_cutting()
|
||||||
|
assert_eq(_cake._state, CakeScript.State.CUTTING)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_cut_complete_transitions_to_cut() -> void:
|
||||||
|
_cake._on_cut_complete()
|
||||||
|
assert_eq(_cake._state, CakeScript.State.CUT)
|
||||||
|
|
||||||
|
|
||||||
|
func test_on_reset_complete_transitions_to_whole() -> void:
|
||||||
|
_cake._state = CakeScript.State.RESETTING
|
||||||
|
_cake._on_reset_complete()
|
||||||
|
assert_eq(_cake._state, CakeScript.State.WHOLE)
|
||||||
@@ -0,0 +1,246 @@
|
|||||||
|
## Tests for Character System v2 — animation state, outfit layers, hand slots.
|
||||||
|
extends GutTest
|
||||||
|
|
||||||
|
var _char: Character
|
||||||
|
|
||||||
|
|
||||||
|
func before_each() -> void:
|
||||||
|
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||||
|
add_child_autofree(_char)
|
||||||
|
var cd: CharacterData = CharacterData.new()
|
||||||
|
_char.data = cd
|
||||||
|
|
||||||
|
|
||||||
|
func test_animated_sprite_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("AnimatedSprite2D"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_layer_1_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("OutfitLayer1"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_layer_2_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("OutfitLayer2"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_outfit_layer_3_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("OutfitLayer3"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_hand_left_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("HandLeft"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_hand_right_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("HandRight"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_snap_receiver_node_exists() -> void:
|
||||||
|
assert_not_null(_char.get_node_or_null("SnapReceiver"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_data_outfit_has_three_empty_slots() -> void:
|
||||||
|
assert_eq(_char.data.outfit.size(), 3)
|
||||||
|
assert_eq(_char.data.outfit[0], "")
|
||||||
|
assert_eq(_char.data.outfit[1], "")
|
||||||
|
assert_eq(_char.data.outfit[2], "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_default_animation_state_is_idle() -> void:
|
||||||
|
assert_eq(_char.get_animation_state(), "idle")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_animation_state_sitting() -> void:
|
||||||
|
_char.set_animation_state("sitting")
|
||||||
|
assert_eq(_char.get_animation_state(), "sitting")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_animation_state_lying() -> void:
|
||||||
|
_char.set_animation_state("lying")
|
||||||
|
assert_eq(_char.get_animation_state(), "lying")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_animation_state_held() -> void:
|
||||||
|
_char.set_animation_state("held")
|
||||||
|
assert_eq(_char.get_animation_state(), "held")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_animation_state_happy() -> void:
|
||||||
|
_char.set_animation_state("happy")
|
||||||
|
assert_eq(_char.get_animation_state(), "happy")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_animation_state_sleeping() -> void:
|
||||||
|
_char.set_animation_state("sleeping")
|
||||||
|
assert_eq(_char.get_animation_state(), "sleeping")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_outfit_returns_empty_for_all_layers_initially() -> void:
|
||||||
|
assert_eq(_char.get_outfit(1), "")
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_outfit_stores_item_id() -> void:
|
||||||
|
_char.set_outfit(1, "white_coat", null)
|
||||||
|
assert_eq(_char.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_outfit_does_not_affect_other_layers() -> void:
|
||||||
|
_char.set_outfit(1, "white_coat", null)
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_clear_outfit_returns_item_id() -> void:
|
||||||
|
_char.set_outfit(2, "cast_arm", null)
|
||||||
|
var returned: String = _char.clear_outfit(2)
|
||||||
|
assert_eq(returned, "cast_arm")
|
||||||
|
|
||||||
|
|
||||||
|
func test_clear_outfit_empties_layer() -> void:
|
||||||
|
_char.set_outfit(2, "cast_arm", null)
|
||||||
|
_char.clear_outfit(2)
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_outfit_invalid_layer_zero_is_noop() -> void:
|
||||||
|
_char.set_outfit(0, "white_coat", null)
|
||||||
|
assert_eq(_char.get_outfit(1), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_outfit_invalid_layer_four_is_noop() -> void:
|
||||||
|
_char.set_outfit(4, "white_coat", null)
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_both_hands_free_initially() -> void:
|
||||||
|
assert_true(_char.is_hand_free("left"))
|
||||||
|
assert_true(_char.is_hand_free("right"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_attach_item_to_left_hand() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.attach_item("left", item)
|
||||||
|
assert_false(_char.is_hand_free("left"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_held_item_returns_attached_item() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.attach_item("right", item)
|
||||||
|
assert_eq(_char.get_held_item("right"), item)
|
||||||
|
|
||||||
|
|
||||||
|
func test_attach_to_occupied_hand_returns_false() -> void:
|
||||||
|
var item1: Node2D = Node2D.new()
|
||||||
|
var item2: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item2)
|
||||||
|
_char.attach_item("left", item1)
|
||||||
|
var result: bool = _char.attach_item("left", item2)
|
||||||
|
assert_false(result)
|
||||||
|
|
||||||
|
|
||||||
|
func test_attach_returns_true_on_success() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
var result: bool = _char.attach_item("right", item)
|
||||||
|
assert_true(result)
|
||||||
|
|
||||||
|
|
||||||
|
func test_detach_item_frees_hand() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.attach_item("left", item)
|
||||||
|
_char.detach_item("left")
|
||||||
|
assert_true(_char.is_hand_free("left"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_detach_returns_item() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.attach_item("right", item)
|
||||||
|
var returned: Node2D = _char.detach_item("right")
|
||||||
|
assert_eq(returned, item)
|
||||||
|
|
||||||
|
|
||||||
|
func test_detach_from_empty_hand_returns_null() -> void:
|
||||||
|
var returned: Node2D = _char.detach_item("left")
|
||||||
|
assert_null(returned)
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_is_in_characters_group() -> void:
|
||||||
|
assert_true(_char.is_in_group("characters"))
|
||||||
|
|
||||||
|
|
||||||
|
func test_detach_item_preserves_global_position() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.global_position = Vector2(200.0, 300.0)
|
||||||
|
_char.attach_item("left", item)
|
||||||
|
var expected_global: Vector2 = (_char.get_node_or_null("HandLeft") as Node2D).global_position
|
||||||
|
_char.detach_item("left")
|
||||||
|
assert_eq(item.global_position, expected_global)
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_outfit_item_hides_item() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item)
|
||||||
|
assert_false(item.visible)
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_outfit_item_sets_outfit_data() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item)
|
||||||
|
assert_eq(_char.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_remove_outfit_restores_item_visibility() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(2, "cast_arm", null, item)
|
||||||
|
_char.remove_outfit(2)
|
||||||
|
assert_true(item.visible)
|
||||||
|
|
||||||
|
|
||||||
|
func test_remove_outfit_clears_outfit_data() -> void:
|
||||||
|
var item: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item)
|
||||||
|
_char.apply_outfit_item(2, "cast_arm", null, item)
|
||||||
|
_char.remove_outfit(2)
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_outfit_item_replaces_existing() -> void:
|
||||||
|
var item1: Node2D = Node2D.new()
|
||||||
|
var item2: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item2)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item1)
|
||||||
|
_char.apply_outfit_item(1, "doctor_coat", null, item2)
|
||||||
|
assert_true(item1.visible)
|
||||||
|
assert_false(item2.visible)
|
||||||
|
assert_eq(_char.get_outfit(1), "doctor_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_tap_removes_topmost_active_outfit_layer() -> void:
|
||||||
|
var item1: Node2D = Node2D.new()
|
||||||
|
var item3: Node2D = Node2D.new()
|
||||||
|
add_child_autofree(item1)
|
||||||
|
add_child_autofree(item3)
|
||||||
|
_char.apply_outfit_item(1, "white_coat", null, item1)
|
||||||
|
_char.apply_outfit_item(3, "stethoscope", null, item3)
|
||||||
|
_char._handle_outfit_tap()
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
|
assert_eq(_char.get_outfit(1), "white_coat")
|
||||||
|
|
||||||
|
|
||||||
|
func test_tap_noop_when_no_outfit_active() -> void:
|
||||||
|
_char._handle_outfit_tap()
|
||||||
|
assert_eq(_char.get_outfit(1), "")
|
||||||
|
assert_eq(_char.get_outfit(2), "")
|
||||||
|
assert_eq(_char.get_outfit(3), "")
|
||||||
@@ -77,3 +77,120 @@ func test_apply_save_data_with_empty_dict_does_not_crash() -> void:
|
|||||||
_state.set_character_position("bunny_01", Vector2(10.0, 20.0))
|
_state.set_character_position("bunny_01", Vector2(10.0, 20.0))
|
||||||
_state.apply_save_data({})
|
_state.apply_save_data({})
|
||||||
assert_eq(_state.get_character_position("bunny_01"), Vector2(10.0, 20.0))
|
assert_eq(_state.get_character_position("bunny_01"), Vector2(10.0, 20.0))
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_data_has_held_left_field() -> void:
|
||||||
|
var cd: CharacterData = CharacterData.new()
|
||||||
|
assert_eq(cd.held_left, "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_character_data_has_held_right_field() -> void:
|
||||||
|
var cd: CharacterData = CharacterData.new()
|
||||||
|
assert_eq(cd.held_right, "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_character_outfit_stores_value() -> void:
|
||||||
|
_state.set_character_outfit("bunny_f", ["white_coat", "", "stethoscope"])
|
||||||
|
assert_eq(_state.get_character_outfit("bunny_f"), ["white_coat", "", "stethoscope"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_character_outfit_returns_empty_array_for_unknown() -> void:
|
||||||
|
var result: Array = _state.get_character_outfit("unknown_id")
|
||||||
|
assert_eq(result, ["", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_character_held_item_left() -> void:
|
||||||
|
_state.set_character_held_item("bunny_f", "left", "medicine_blue")
|
||||||
|
assert_eq(_state.get_character_held_item("bunny_f", "left"), "medicine_blue")
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_character_held_item_returns_empty_for_unknown() -> void:
|
||||||
|
assert_eq(_state.get_character_held_item("unknown", "left"), "")
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_includes_outfit() -> void:
|
||||||
|
_state.set_character_outfit("bunny_f", ["white_coat", "", ""])
|
||||||
|
var data: Dictionary = _state.get_save_data()
|
||||||
|
assert_true(data.has("character_outfits"))
|
||||||
|
assert_eq(data["character_outfits"]["bunny_f"], ["white_coat", "", ""])
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_includes_held_items() -> void:
|
||||||
|
_state.set_character_held_item("bunny_f", "right", "medicine_blue")
|
||||||
|
var data: Dictionary = _state.get_save_data()
|
||||||
|
assert_true(data.has("character_held_items"))
|
||||||
|
assert_eq(data["character_held_items"]["bunny_f"]["right"], "medicine_blue")
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_save_data_restores_outfit() -> void:
|
||||||
|
var save: Dictionary = {
|
||||||
|
"character_outfits": {
|
||||||
|
"bunny_f": ["doctor_coat", "", "stethoscope"]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_state.apply_save_data(save)
|
||||||
|
assert_eq(_state.get_character_outfit("bunny_f"), ["doctor_coat", "", "stethoscope"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_save_data_restores_held_items() -> void:
|
||||||
|
var save: Dictionary = {
|
||||||
|
"character_held_items": {
|
||||||
|
"kitten_f": {"left": "gel_tube", "right": ""}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_state.apply_save_data(save)
|
||||||
|
assert_eq(_state.get_character_held_item("kitten_f", "left"), "gel_tube")
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_has_version_three() -> void:
|
||||||
|
var data: Dictionary = _state.get_save_data()
|
||||||
|
assert_eq(data.get("version", 0), 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_get_chest_state_returns_empty_for_unknown_id() -> void:
|
||||||
|
assert_eq(GameState.get_chest_state("nonexistent_chest_xyz"), [])
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_and_get_chest_state() -> void:
|
||||||
|
GameState.set_chest_state("pharmacy_medicine_test", ["pill_bottle", "syrup"])
|
||||||
|
assert_eq(GameState.get_chest_state("pharmacy_medicine_test"), ["pill_bottle", "syrup"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_clear_chest_state_removes_entry() -> void:
|
||||||
|
GameState.set_chest_state("lab_bench_test", ["test_tube"])
|
||||||
|
GameState.clear_chest_state("lab_bench_test")
|
||||||
|
assert_eq(GameState.get_chest_state("lab_bench_test"), [])
|
||||||
|
|
||||||
|
|
||||||
|
func test_chest_state_included_in_save_data() -> void:
|
||||||
|
GameState.set_chest_state("xray_cabinet_test", ["xray_sheet"])
|
||||||
|
var data: Dictionary = GameState.get_save_data()
|
||||||
|
assert_true(data.has("chest_states"))
|
||||||
|
assert_eq(data["chest_states"]["xray_cabinet_test"], ["xray_sheet"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_save_data_version_is_three() -> void:
|
||||||
|
var data: Dictionary = GameState.get_save_data()
|
||||||
|
assert_eq(data["version"], 3)
|
||||||
|
|
||||||
|
|
||||||
|
func test_apply_save_data_restores_chest_state() -> void:
|
||||||
|
var data: Dictionary = {
|
||||||
|
"version": 3,
|
||||||
|
"chest_states": {"reception_desk_test": ["clipboard", "pen"]},
|
||||||
|
}
|
||||||
|
GameState.apply_save_data(data)
|
||||||
|
assert_eq(GameState.get_chest_state("reception_desk_test"), ["clipboard", "pen"])
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_current_room_updates_value() -> void:
|
||||||
|
GameState.set_current_room("xray")
|
||||||
|
assert_eq(GameState.current_room, "xray")
|
||||||
|
GameState.set_current_room("reception")
|
||||||
|
|
||||||
|
|
||||||
|
func test_set_current_room_emits_state_changed() -> void:
|
||||||
|
watch_signals(GameState)
|
||||||
|
GameState.set_current_room("pharmacy")
|
||||||
|
assert_signal_emitted(GameState, "state_changed")
|
||||||
|
GameState.set_current_room("reception")
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user