6 Commits

Author SHA1 Message Date
Steven Wroblewski
ace7d722ed chore: enable ETC2/ASTC texture compression for Android export 2026-04-17 11:53:04 +02:00
Steven Wroblewski
f7c8a7ec03 fix(poc): resolve evaluator and review findings
- Add RectangleShape2D to Character and InteractiveObject collision areas
- Fix HUD button signal connections in _ready()
- Fix character_placed signal emitting global_position
- Extract DEFAULT_DRAG_RADIUS constant in DragDropComponent
- Type Variant on JSON parsed variable in SaveManager
- Extract music symbol constants in HUD
- Refactor duplicated drag input code in InputManager

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 11:16:05 +02:00
Steven Wroblewski
9a1e30d808 feat(poc): implement Sprint 1 proof of concept
- project.godot with autoload configuration
- Reception room with placeholder visuals
- Draggable Character with DragDropComponent
- Interactive flower object with bounce animation
- GameState, SaveManager, AudioManager, InputManager autoloads
- HUD with back button and music toggle

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 11:16:04 +02:00
Steven Wroblewski
c2028edb2f chore(setup): update Godot version to 4.6 in project.godot 2026-04-17 11:12:38 +02:00
Steven Wroblewski
9daf06c9b1 chore(setup): add minimal project.godot for Godot 4 2026-04-17 11:06:56 +02:00
Steven Wroblewski
2ebed0a511 chore(setup): add editorconfig and smoke-test checklist
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 11:05:18 +02:00
16 changed files with 679 additions and 0 deletions

23
.editorconfig Normal file
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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
[*.gd]
indent_style = tab
indent_size = 4
[*.{tscn,tres,godot,cfg}]
indent_style = tab
[*.md]
trim_trailing_whitespace = false
indent_style = space
indent_size = 2
[*.json]
indent_style = space
indent_size = 2

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# Smoke-Test-Checkliste
> Smoke Tests werden nach jedem Sprint manuell auf einem echten Android-Tablet durchgeführt.
> Ziel ist kein vollständiger Test, sondern ein schnelles "Geht es grundlegend?" vor dem Zeigen an die Kinder.
> Neue Sprint-Abschnitte werden jeweils zu Beginn des Sprints ergänzt.
---
## Basis-Tests (jeder Sprint)
Diese Tests werden bei jedem Sprint-Abschluss durchgeführt, unabhängig vom Inhalt.
- [ ] App startet ohne Absturz
- [ ] Kein Freeze oder schwarzer Screen in den ersten 5 Sekunden
- [ ] Musik spielt beim Start (ca. 60% Lautstärke)
- [ ] HUD: Back-Button sichtbar und funktionsfähig
- [ ] HUD: Musik-Toggle funktioniert (an/aus)
- [ ] Performance: Keine sichtbaren Ruckler beim Scrollen/Navigieren
- [ ] Touch-Targets: Alle interaktiven Elemente mit Kinderfingern erreichbar (min. 48dp)
- [ ] Offline: Spiel funktioniert vollständig ohne WLAN/Mobilfunk
- [ ] Kein Netzwerk-Request im Hintergrund (DevTools / Android Profiler prüfen)
---
## Sprint 1 — Proof of Concept
Ziel: Erster spielbarer Raum (Empfang/Reception), Drag & Drop einer Figur, ein interaktives Objekt.
- [ ] Empfangs-Raum lädt ohne Fehler
- [ ] Figur (Häschen oder Kätzchen) ist auf dem Bildschirm sichtbar
- [ ] Figur lässt sich per Touch aufheben (Drag-Start)
- [ ] Figur lässt sich an beliebiger Stelle loslassen (Drop)
- [ ] Figur kehrt nicht automatisch zur Startposition zurück
- [ ] Interaktives Objekt (Blume) reagiert auf Touch (Animation oder Sound)
- [ ] Position der Figur bleibt nach App-Neustart erhalten (Save/Load)
- [ ] Keine GDScript-Fehler in der Godot-Konsole
---
## Sprint 2 — (wird ergänzt)
---
## Sprint 3 — (wird ergänzt)
---
## Sprint 4 — (wird ergänzt)
---
## Sprint 5 — (wird ergänzt)
---
## Notizen
_Auffälligkeiten, Geräte-spezifische Bugs oder UAT-Feedback der Kinder hier festhalten._

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project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Cozypaw Hospital"
config/description="Werbefrei. Offline. Für Kinder."
config/version="0.1.0"
run/main_scene="res://scenes/main/Main.tscn"
config/features=PackedStringArray("4.6", "Mobile")
boot_splash/show_image=false
[autoload]
GameState="*res://scripts/autoload/GameState.gd"
SaveManager="*res://scripts/autoload/SaveManager.gd"
AudioManager="*res://scripts/autoload/AudioManager.gd"
InputManager="*res://scripts/autoload/InputManager.gd"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[input_devices]
pointing/emulate_touch_from_mouse=true
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
textures/vram_compression/import_etc2_astc=true

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[gd_scene load_steps=4 format=3 uid="uid://cozypaw_char"]
[ext_resource type="Script" path="res://scripts/characters/character.gd" id="1_char"]
[ext_resource type="Script" path="res://scripts/systems/drag_drop_component.gd" id="2_drag"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_char"]
size = Vector2(64, 80)
[node name="Character" type="Node2D"]
script = ExtResource("1_char")
character_id = "bunny_01"
display_name = "Bunny"
[node name="Visual" type="ColorRect" parent="."]
color = Color(0.95, 0.85, 0.9, 1)
size = Vector2(64, 80)
position = Vector2(-32, -80)
[node name="Eyes" type="Node2D" parent="Visual"]
[node name="EyeLeft" type="ColorRect" parent="Visual/Eyes"]
color = Color(0.1, 0.1, 0.1, 1)
size = Vector2(8, 8)
position = Vector2(14, 20)
[node name="EyeRight" type="ColorRect" parent="Visual/Eyes"]
color = Color(0.1, 0.1, 0.1, 1)
size = Vector2(8, 8)
position = Vector2(42, 20)
[node name="Ears" type="Node2D" parent="."]
[node name="EarLeft" type="ColorRect" parent="Ears"]
color = Color(0.95, 0.85, 0.9, 1)
size = Vector2(18, 36)
position = Vector2(-22, -114)
[node name="EarRight" type="ColorRect" parent="Ears"]
color = Color(0.95, 0.85, 0.9, 1)
size = Vector2(18, 36)
position = Vector2(4, -114)
[node name="DragDropComponent" type="Node" parent="."]
script = ExtResource("2_drag")
[node name="CollisionArea" type="Area2D" parent="."]
input_pickable = true
[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
shape = SubResource("RectangleShape2D_char")
position = Vector2(0, -40)

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scenes/main/Main.tscn Normal file
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[gd_scene load_steps=4 format=3 uid="uid://cozypaw_main"]
[ext_resource type="PackedScene" path="res://scenes/rooms/floor0/Reception.tscn" id="1_reception"]
[ext_resource type="PackedScene" path="res://scenes/characters/Character.tscn" id="2_char"]
[ext_resource type="PackedScene" path="res://scenes/ui/HUD.tscn" id="3_hud"]
[node name="Main" type="Node2D"]
[node name="Hospital" type="Node2D" parent="."]
[node name="Floor0" type="Node2D" parent="Hospital"]
[node name="Reception" parent="Hospital/Floor0" instance=ExtResource("1_reception")]
position = Vector2(0, 0)
[node name="Characters" type="Node2D" parent="."]
[node name="Bunny1" parent="Characters" instance=ExtResource("2_char")]
position = Vector2(300, 400)
[node name="UI" type="CanvasLayer" parent="."]
[node name="HUD" parent="UI" instance=ExtResource("3_hud")]

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[gd_scene load_steps=4 format=3 uid="uid://cozypaw_iobj"]
[ext_resource type="Script" path="res://scripts/objects/interactive_object.gd" id="1_iobj"]
[ext_resource type="Script" path="res://scripts/systems/drag_drop_component.gd" id="2_drag"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_obj"]
size = Vector2(48, 48)
[node name="InteractiveObject" type="Node2D"]
script = ExtResource("1_iobj")
object_id = "flower_01"
[node name="Visual" type="Node2D" parent="."]
[node name="Stem" type="ColorRect" parent="Visual"]
color = Color(0.2, 0.7, 0.2, 1)
size = Vector2(8, 40)
position = Vector2(-4, -40)
[node name="Bloom" type="ColorRect" parent="Visual"]
color = Color(1.0, 0.4, 0.6, 1)
size = Vector2(32, 32)
position = Vector2(-16, -72)
[node name="DragDropComponent" type="Node" parent="."]
script = ExtResource("2_drag")
[node name="CollisionArea" type="Area2D" parent="."]
input_pickable = true
[node name="CollisionShape" type="CollisionShape2D" parent="CollisionArea"]
shape = SubResource("RectangleShape2D_obj")

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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"]
[ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"]
[node name="Reception" type="Node2D"]
[node name="Background" type="ColorRect" parent="."]
color = Color(0.78, 0.94, 0.80, 1)
size = Vector2(1280, 720)
position = Vector2(0, 0)
[node name="Counter" type="ColorRect" parent="."]
color = Color(0.55, 0.35, 0.18, 1)
size = Vector2(300, 80)
position = Vector2(490, 610)
[node name="CounterTop" type="ColorRect" parent="."]
color = Color(0.70, 0.50, 0.28, 1)
size = Vector2(300, 12)
position = Vector2(490, 598)
[node name="Floor" type="ColorRect" parent="."]
color = Color(0.88, 0.80, 0.68, 1)
size = Vector2(1280, 100)
position = Vector2(0, 620)
[node name="WallLeft" type="ColorRect" parent="."]
color = Color(0.92, 0.88, 0.82, 1)
size = Vector2(40, 620)
position = Vector2(0, 0)
[node name="WallRight" type="ColorRect" parent="."]
color = Color(0.92, 0.88, 0.82, 1)
size = Vector2(40, 620)
position = Vector2(1240, 0)
[node name="CharacterSpawn" type="Marker2D" parent="."]
position = Vector2(300, 520)
[node name="Flower" parent="." instance=ExtResource("1_iobj")]
position = Vector2(200, 560)

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scenes/ui/HUD.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_hud"]
[ext_resource type="Script" path="res://scripts/systems/hud.gd" id="1_hud"]
[node name="HUD" type="CanvasLayer"]
script = ExtResource("1_hud")
[node name="BackButton" type="Button" parent="."]
anchors_preset = 0
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
offset_left = 16.0
offset_top = 16.0
offset_right = 80.0
offset_bottom = 80.0
text = "←"
flat = false
[node name="MusicToggle" type="Button" parent="."]
anchors_preset = 1
anchor_left = 1.0
anchor_top = 0.0
anchor_right = 1.0
anchor_bottom = 0.0
offset_left = -80.0
offset_top = 16.0
offset_right = -16.0
offset_bottom = 80.0
text = "♪"
flat = false
[connection signal="pressed" from="BackButton" to="." method="_on_back_button_pressed"]
[connection signal="pressed" from="MusicToggle" to="." method="_on_music_toggle_pressed"]

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## AudioManager — music playback with cross-fade, SFX playback, volume control.
extends Node
const DEFAULT_MUSIC_VOLUME: float = 0.6
const CROSSFADE_DURATION: float = 1.0
var _music_player_a: AudioStreamPlayer
var _music_player_b: AudioStreamPlayer
var _active_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:
_music_player_a = AudioStreamPlayer.new()
_music_player_b = AudioStreamPlayer.new()
_sfx_player = AudioStreamPlayer.new()
add_child(_music_player_a)
add_child(_music_player_b)
add_child(_sfx_player)
_active_player = _music_player_a
_apply_music_volume()
func play_music(stream: AudioStream) -> void:
if _active_player.stream == stream and _active_player.playing:
return
var next_player: AudioStreamPlayer = _music_player_b if _active_player == _music_player_a else _music_player_a
next_player.stream = stream
next_player.volume_db = linear_to_db(0.0)
next_player.play()
var tween: Tween = create_tween()
tween.set_parallel(true)
tween.tween_property(_active_player, "volume_db", linear_to_db(0.0), CROSSFADE_DURATION)
tween.tween_property(next_player, "volume_db", linear_to_db(_music_volume), CROSSFADE_DURATION)
var prev_player: AudioStreamPlayer = _active_player
tween.tween_callback(prev_player.stop).set_delay(CROSSFADE_DURATION)
_active_player = next_player
func play_sfx(stream: AudioStream) -> void:
_sfx_player.stream = stream
_sfx_player.volume_db = linear_to_db(_sfx_volume)
_sfx_player.play()
func set_music_volume(value: float) -> void:
_music_volume = clampf(value, 0.0, 1.0)
_apply_music_volume()
func set_sfx_volume(value: float) -> void:
_sfx_volume = clampf(value, 0.0, 1.0)
func get_music_volume() -> float:
return _music_volume
func _apply_music_volume() -> void:
_active_player.volume_db = linear_to_db(_music_volume)

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## GameState — global game state: character positions, object states, current room.
extends Node
signal state_changed
signal character_moved(character_id: String, position: Vector2)
var _character_positions: Dictionary = {}
var _object_states: Dictionary = {}
var current_room: String = "reception"
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_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:
return {
"character_positions": _character_positions,
"object_states": _object_states,
"current_room": current_room,
}
func apply_save_data(data: Dictionary) -> void:
if data.has("character_positions"):
_character_positions = data["character_positions"]
if data.has("object_states"):
_object_states = data["object_states"]
if data.has("current_room"):
current_room = data["current_room"]

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## InputManager — abstracts touch and mouse input into unified drag signals.
extends Node
signal drag_started(position: Vector2)
signal drag_moved(position: Vector2)
signal drag_ended(position: Vector2)
var _is_dragging: bool = false
func _input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
if event.pressed:
_emit_drag_started(event.position)
else:
_emit_drag_ended(event.position)
elif event is InputEventScreenDrag:
if _is_dragging:
_emit_drag_moved(event.position)
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_emit_drag_started(event.position)
else:
_emit_drag_ended(event.position)
elif event is InputEventMouseMotion and _is_dragging:
_emit_drag_moved(event.position)
func _emit_drag_started(pos: Vector2) -> void:
_is_dragging = true
drag_started.emit(pos)
func _emit_drag_moved(pos: Vector2) -> void:
drag_moved.emit(pos)
func _emit_drag_ended(pos: Vector2) -> void:
_is_dragging = false
drag_ended.emit(pos)

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## SaveManager — persists game state as JSON to user://savegame.json, auto-saves on state_changed.
extends Node
const SAVE_PATH: String = "user://savegame.json"
func _ready() -> void:
GameState.state_changed.connect(_on_state_changed)
func save_game() -> void:
var data: Dictionary = GameState.get_save_data()
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
if file == null:
return
file.store_string(JSON.stringify(data))
file.close()
func load_game() -> void:
if not FileAccess.file_exists(SAVE_PATH):
return
var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
if file == null:
return
var raw: String = file.get_as_text()
file.close()
var parsed: Variant = JSON.parse_string(raw)
if parsed is Dictionary:
GameState.apply_save_data(parsed)
func reset_game() -> void:
if FileAccess.file_exists(SAVE_PATH):
DirAccess.remove_absolute(SAVE_PATH)
GameState.apply_save_data({})
func _on_state_changed() -> void:
save_game()

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## Character — base class for all playable figures (bunny, cat, etc.).
class_name Character extends Node2D
signal character_picked_up(character: Character)
signal character_placed(character: Character, position: Vector2)
@export var character_id: String = ""
@export var display_name: String = ""
var _is_held: bool = false
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:
_is_held = true
character_picked_up.emit(self)
func _on_drag_released(pos: Vector2) -> void:
_is_held = false
GameState.set_character_position(character_id, global_position)
character_placed.emit(self, global_position)

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## InteractiveObject — base class for all interactive room objects (flowers, equipment, etc.).
class_name InteractiveObject extends Node2D
signal object_interacted(object: InteractiveObject)
enum State { IDLE, ACTIVE, RETURNING }
@export var object_id: String = ""
var _current_state: State = State.IDLE
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)
var area: Area2D = get_node_or_null("CollisionArea") as Area2D
if area != null:
area.input_event.connect(_on_area_input_event)
func _on_drag_picked_up(_pos: Vector2) -> void:
_set_state(State.ACTIVE)
object_interacted.emit(self)
func _on_drag_released(_pos: Vector2) -> void:
_set_state(State.RETURNING)
GameState.set_object_state(object_id, "idle")
_play_bounce_animation()
func _on_area_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
_trigger_interaction()
elif event is InputEventScreenTouch and event.pressed:
_trigger_interaction()
func _trigger_interaction() -> void:
_set_state(State.ACTIVE)
object_interacted.emit(self)
GameState.set_object_state(object_id, "active")
_play_bounce_animation()
func _set_state(new_state: State) -> void:
_current_state = new_state
func _play_bounce_animation() -> void:
var tween: Tween = create_tween()
tween.tween_property(self, "scale", Vector2(1.2, 1.2), 0.1)
tween.tween_property(self, "scale", Vector2(0.9, 0.9), 0.1)
tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.1)
tween.tween_callback(func() -> void: _set_state(State.IDLE))

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## DragDropComponent — reusable drag-and-drop node; attach to any Character or InteractiveObject.
class_name DragDropComponent extends Node
signal drag_picked_up(global_position: Vector2)
signal drag_released(global_position: Vector2)
const DRAG_Z_INDEX: int = 10
const DRAG_SCALE: float = 1.1
const DEFAULT_DRAG_RADIUS: float = 64.0
@export var drag_target: Node2D
var _is_dragging: bool = false
var _drag_offset: Vector2 = Vector2.ZERO
var _original_z_index: int = 0
var _original_scale: Vector2 = Vector2.ONE
func _ready() -> void:
if drag_target == null:
drag_target = get_parent() as Node2D
func _input(event: InputEvent) -> void:
if event is InputEventScreenTouch:
_handle_press(event.pressed, event.position)
elif event is InputEventScreenDrag and _is_dragging:
_move_to(event.position)
elif event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
_handle_press(event.pressed, event.position)
elif event is InputEventMouseMotion and _is_dragging:
_move_to(event.position)
func _handle_press(pressed: bool, screen_pos: Vector2) -> void:
if pressed and _is_position_over_target(screen_pos):
_start_drag(screen_pos)
elif not pressed and _is_dragging:
_end_drag(screen_pos)
func _start_drag(screen_pos: Vector2) -> void:
_is_dragging = true
var world_pos: Vector2 = _screen_to_world(screen_pos)
_drag_offset = drag_target.global_position - world_pos
_original_z_index = drag_target.z_index
_original_scale = drag_target.scale
drag_target.z_index = DRAG_Z_INDEX
drag_target.scale = _original_scale * DRAG_SCALE
drag_picked_up.emit(drag_target.global_position)
func _end_drag(_screen_pos: Vector2) -> void:
_is_dragging = false
drag_target.z_index = _original_z_index
drag_target.scale = _original_scale
drag_released.emit(drag_target.global_position)
func _move_to(screen_pos: Vector2) -> void:
var world_pos: Vector2 = _screen_to_world(screen_pos)
drag_target.global_position = world_pos + _drag_offset
func _screen_to_world(screen_pos: Vector2) -> Vector2:
var canvas_transform: Transform2D = drag_target.get_viewport().get_canvas_transform()
return canvas_transform.affine_inverse() * screen_pos
func _is_position_over_target(screen_pos: Vector2) -> bool:
if drag_target == null:
return false
var world_pos: Vector2 = _screen_to_world(screen_pos)
var local_pos: Vector2 = drag_target.to_local(world_pos)
var area: Area2D = drag_target.get_node_or_null("CollisionArea") as Area2D
if area == null:
return local_pos.length() < DEFAULT_DRAG_RADIUS
for child in area.get_children():
if child is CollisionShape2D and child.shape != null:
return child.shape.get_rect().has_point(local_pos)
return local_pos.length() < DEFAULT_DRAG_RADIUS

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## HUD — heads-up display with back button and music toggle.
extends CanvasLayer
const MUSIC_ON_SYMBOL: String = ""
const MUSIC_OFF_SYMBOL: String = ""
var _music_enabled: bool = true
func _on_back_button_pressed() -> void:
get_tree().quit()
func _on_music_toggle_pressed() -> void:
_music_enabled = not _music_enabled
var volume: float = AudioManager.DEFAULT_MUSIC_VOLUME if _music_enabled else 0.0
AudioManager.set_music_volume(volume)
var btn: Button = get_node_or_null("MusicToggle") as Button
if btn != null:
btn.text = MUSIC_ON_SYMBOL if _music_enabled else MUSIC_OFF_SYMBOL