# Sprint 5-7: Erdgeschoss — Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Four fully interactive ground-floor rooms (Reception, Gift Shop, Restaurant, Emergency Room) with horizontal room-to-room navigation and an ambulance drive-in animation. **Architecture:** Floor 0 rooms are laid out side-by-side at 1280 px intervals along the X axis. `RoomNavigator` is extended to tween the camera both horizontally (room index) and vertically (floor index). `NavigationArrow` objects placed at room boundaries handle left/right navigation. When `go_to_floor()` is called, the room resets to index 0. The ambulance in Emergency Room drives in automatically the first time the player navigates there. **Tech Stack:** Godot 4.6.2, GDScript (static typing), placeholder ColorRect graphics, existing `InteractiveObject` + `DragDropComponent` base classes. --- ## File Map | Action | File | Responsibility | |--------|------|----------------| | Modify | `scripts/systems/room_navigator.gd` | Add horizontal room navigation: `go_to_room(floor, room)` | | Create | `scripts/objects/navigation_arrow.gd` | Tappable arrow navigating to `(target_floor, target_room)` | | Create | `scenes/objects/NavigationArrow.tscn` | Visual placeholder (blue button + label) | | Modify | `scenes/rooms/floor0/Reception.tscn` | Add bench ×2, bell, potted plant | | Create | `scenes/rooms/floor0/GiftShop.tscn` | Shelf, counter, 4 interactive objects | | Create | `scenes/rooms/floor0/Restaurant.tscn` | 3 tables, kitchen counter, 4 interactive objects | | Create | `scripts/objects/ambulance.gd` | Drive-in/out animation, triggered by `RoomNavigator.room_changed` | | Create | `scenes/objects/Ambulance.tscn` | ColorRect-based ambulance visual | | Create | `scenes/rooms/floor0/EmergencyRoom.tscn` | Ambulance bay, medical table, IV stand, 2 interactive objects | | Modify | `scenes/main/Main.tscn` | Add 4 rooms to Floor0, navigation arrows, elevator reposition | **Room layout in Floor0 (local X positions):** - Reception: x=0 (room index 0), camera center world (640, 360) - GiftShop: x=1280 (room index 1), camera center world (1920, 360) - Restaurant: x=2560 (room index 2), camera center world (3200, 360) - EmergencyRoom: x=3840 (room index 3), camera center world (4480, 360) --- ## Task 1: Extend RoomNavigator for horizontal room navigation **Files:** - Modify: `scripts/systems/room_navigator.gd` - [ ] **Step 1: Replace room_navigator.gd** Full file replacement: ```gdscript ## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors and rooms. extends Node signal room_changed(floor_index: int, room_index: int) const FLOOR_HEIGHT: float = 720.0 const ROOM_WIDTH: float = 1280.0 const CAMERA_TWEEN_DURATION: float = 0.6 var _current_floor: int = 0 var _current_room: int = 0 var _camera: Camera2D func initialize(camera: Camera2D) -> void: _camera = camera func go_to_floor(floor_index: int) -> void: go_to_room(floor_index, 0) func go_to_room(floor_index: int, room_index: int) -> void: if _camera == null: return if floor_index == _current_floor and room_index == _current_room: return _current_floor = floor_index _current_room = room_index var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5 var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5 var tween: Tween = create_tween() tween.set_ease(Tween.EASE_IN_OUT) tween.set_trans(Tween.TRANS_SINE) tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION) tween.finished.connect(func() -> void: room_changed.emit(floor_index, room_index)) func get_current_floor() -> int: return _current_floor func get_current_room() -> int: return _current_room ``` - [ ] **Step 2: Commit** ```bash cd "F:/Development/_gameDev/Cozypaw-Hospital" git add scripts/systems/room_navigator.gd git commit -m "feat(navigation): extend RoomNavigator for horizontal room-within-floor navigation" ``` --- ## Task 2: NavigationArrow component **Files:** - Create: `scripts/objects/navigation_arrow.gd` - Create: `scenes/objects/NavigationArrow.tscn` - [ ] **Step 1: Create navigation_arrow.gd** ```gdscript ## NavigationArrow — tappable button that navigates camera to a specific floor and room. class_name NavigationArrow extends Node2D const BUTTON_HALF_SIZE: float = 48.0 @export var target_floor: int = 0 @export var target_room: int = 0 @export var label_text: String = "→" func _ready() -> void: var label: Label = get_node_or_null("Label") as Label if label != null: label.text = label_text func _input(event: InputEvent) -> void: var screen_pos: Vector2 if event is InputEventScreenTouch and event.pressed: screen_pos = event.position elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: screen_pos = event.position else: return var canvas_transform: Transform2D = get_viewport().get_canvas_transform() var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos var local_pos: Vector2 = to_local(world_pos) if abs(local_pos.x) <= BUTTON_HALF_SIZE and abs(local_pos.y) <= BUTTON_HALF_SIZE: _on_pressed() func _on_pressed() -> void: RoomNavigator.go_to_room(target_floor, target_room) _play_bounce() func _play_bounce() -> void: var tween: Tween = create_tween() tween.tween_property(self, "scale", Vector2(1.15, 1.15), 0.08) tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08) ``` - [ ] **Step 2: Create NavigationArrow.tscn** ``` [gd_scene load_steps=2 format=3 uid="uid://cozypaw_navarrow"] [ext_resource type="Script" path="res://scripts/objects/navigation_arrow.gd" id="1_navarrow"] [node name="NavigationArrow" type="Node2D"] script = ExtResource("1_navarrow") [node name="Body" type="ColorRect" parent="."] color = Color(0.30, 0.60, 1.0, 0.85) size = Vector2(96, 96) position = Vector2(-48, -48) [node name="Label" type="Label" parent="."] offset_left = -24.0 offset_top = -18.0 offset_right = 24.0 offset_bottom = 18.0 text = "→" theme_override_font_sizes/font_size = 36 horizontal_alignment = 1 vertical_alignment = 1 ``` > Note: The "→" / "←" label is a placeholder. It will be replaced with a sprite icon in Sprint 15 (Polish). - [ ] **Step 3: Commit** ```bash git add scripts/objects/navigation_arrow.gd scenes/objects/NavigationArrow.tscn git commit -m "feat(navigation): add NavigationArrow component for within-floor room navigation" ``` --- ## Task 3: Complete Reception scene **Files:** - Modify: `scenes/rooms/floor0/Reception.tscn` Current state: background, counter, floor, walls, one flower. Add: waiting bench ×2 (with legs), bell on counter, potted plant in corner. - [ ] **Step 1: Replace Reception.tscn** ``` [gd_scene load_steps=2 format=3 uid="uid://cozypaw_reception"] [ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"] [node name="Reception" type="Node2D"] [node name="Background" type="ColorRect" parent="."] color = Color(0.78, 0.94, 0.80, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="Floor" type="ColorRect" parent="."] color = Color(0.88, 0.80, 0.68, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="WallLeft" type="ColorRect" parent="."] color = Color(0.92, 0.88, 0.82, 1) size = Vector2(40, 620) position = Vector2(0, 0) [node name="WallRight" type="ColorRect" parent="."] color = Color(0.92, 0.88, 0.82, 1) size = Vector2(40, 620) position = Vector2(1240, 0) [node name="Counter" type="ColorRect" parent="."] color = Color(0.55, 0.35, 0.18, 1) size = Vector2(340, 80) position = Vector2(460, 540) [node name="CounterTop" type="ColorRect" parent="."] color = Color(0.70, 0.50, 0.28, 1) size = Vector2(340, 12) position = Vector2(460, 528) [node name="NumberDisplayFrame" type="ColorRect" parent="."] color = Color(0.20, 0.20, 0.20, 1) size = Vector2(120, 80) position = Vector2(570, 445) [node name="NumberDisplayScreen" type="ColorRect" parent="."] color = Color(0.10, 0.80, 0.20, 1) size = Vector2(100, 60) position = Vector2(580, 455) [node name="BenchLeft" type="ColorRect" parent="."] color = Color(0.60, 0.40, 0.20, 1) size = Vector2(180, 40) position = Vector2(100, 578) [node name="BenchLeftLeg1" type="ColorRect" parent="."] color = Color(0.45, 0.28, 0.12, 1) size = Vector2(16, 32) position = Vector2(112, 618) [node name="BenchLeftLeg2" type="ColorRect" parent="."] color = Color(0.45, 0.28, 0.12, 1) size = Vector2(16, 32) position = Vector2(252, 618) [node name="BenchRight" type="ColorRect" parent="."] color = Color(0.60, 0.40, 0.20, 1) size = Vector2(180, 40) position = Vector2(940, 578) [node name="BenchRightLeg1" type="ColorRect" parent="."] color = Color(0.45, 0.28, 0.12, 1) size = Vector2(16, 32) position = Vector2(952, 618) [node name="BenchRightLeg2" type="ColorRect" parent="."] color = Color(0.45, 0.28, 0.12, 1) size = Vector2(16, 32) position = Vector2(1092, 618) [node name="CharacterSpawn" type="Marker2D" parent="."] position = Vector2(300, 520) [node name="Flower" parent="." instance=ExtResource("1_iobj")] position = Vector2(200, 560) [node name="Bell" parent="." instance=ExtResource("1_iobj")] position = Vector2(530, 510) [node name="PottedPlant" parent="." instance=ExtResource("1_iobj")] position = Vector2(1180, 560) ``` - [ ] **Step 2: Commit** ```bash git add scenes/rooms/floor0/Reception.tscn git commit -m "feat(reception): complete Reception with waiting benches, bell, and potted plant" ``` --- ## Task 4: Gift Shop scene **Files:** - Create: `scenes/rooms/floor0/GiftShop.tscn` - [ ] **Step 1: Create GiftShop.tscn** ``` [gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftshop"] [ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"] [node name="GiftShop" type="Node2D"] [node name="Background" type="ColorRect" parent="."] color = Color(1.0, 0.88, 0.92, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="Floor" type="ColorRect" parent="."] color = Color(0.88, 0.80, 0.68, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="WallLeft" type="ColorRect" parent="."] color = Color(0.96, 0.90, 0.90, 1) size = Vector2(40, 620) position = Vector2(0, 0) [node name="WallRight" type="ColorRect" parent="."] color = Color(0.96, 0.90, 0.90, 1) size = Vector2(40, 620) position = Vector2(1240, 0) [node name="ShelfBoard" type="ColorRect" parent="."] color = Color(0.75, 0.50, 0.25, 1) size = Vector2(800, 20) position = Vector2(240, 360) [node name="ShelfLegLeft" type="ColorRect" parent="."] color = Color(0.60, 0.38, 0.18, 1) size = Vector2(16, 240) position = Vector2(240, 380) [node name="ShelfLegRight" type="ColorRect" parent="."] color = Color(0.60, 0.38, 0.18, 1) size = Vector2(16, 240) position = Vector2(1024, 380) [node name="Counter" type="ColorRect" parent="."] color = Color(0.60, 0.38, 0.18, 1) size = Vector2(240, 80) position = Vector2(520, 540) [node name="CounterTop" type="ColorRect" parent="."] color = Color(0.75, 0.50, 0.25, 1) size = Vector2(240, 12) position = Vector2(520, 528) [node name="CharacterSpawn" type="Marker2D" parent="."] position = Vector2(300, 520) [node name="FlowerBouquet" parent="." instance=ExtResource("1_iobj")] position = Vector2(380, 330) [node name="PlushToy" parent="." instance=ExtResource("1_iobj")] position = Vector2(640, 330) [node name="GiftCard" parent="." instance=ExtResource("1_iobj")] position = Vector2(900, 330) [node name="GiftBox" parent="." instance=ExtResource("1_iobj")] position = Vector2(640, 510) ``` - [ ] **Step 2: Commit** ```bash git add scenes/rooms/floor0/GiftShop.tscn git commit -m "feat(giftshop): add Gift Shop room with shelf, counter, and interactive gift objects" ``` --- ## Task 5: Restaurant scene **Files:** - Create: `scenes/rooms/floor0/Restaurant.tscn` - [ ] **Step 1: Create Restaurant.tscn** ``` [gd_scene load_steps=2 format=3 uid="uid://cozypaw_restaurant"] [ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"] [node name="Restaurant" type="Node2D"] [node name="Background" type="ColorRect" parent="."] color = Color(1.0, 0.95, 0.82, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="Floor" type="ColorRect" parent="."] color = Color(0.75, 0.65, 0.50, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="WallLeft" type="ColorRect" parent="."] color = Color(0.96, 0.92, 0.80, 1) size = Vector2(40, 620) position = Vector2(0, 0) [node name="WallRight" type="ColorRect" parent="."] color = Color(0.96, 0.92, 0.80, 1) size = Vector2(40, 620) position = Vector2(1240, 0) [node name="KitchenCounter" type="ColorRect" parent="."] color = Color(0.55, 0.35, 0.18, 1) size = Vector2(360, 80) position = Vector2(460, 240) [node name="KitchenCounterTop" type="ColorRect" parent="."] color = Color(0.70, 0.50, 0.28, 1) size = Vector2(360, 12) position = Vector2(460, 228) [node name="Table1" type="ColorRect" parent="."] color = Color(0.65, 0.42, 0.20, 1) size = Vector2(200, 20) position = Vector2(120, 520) [node name="Table1Leg1" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(140, 540) [node name="Table1Leg2" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(304, 540) [node name="Table2" type="ColorRect" parent="."] color = Color(0.65, 0.42, 0.20, 1) size = Vector2(200, 20) position = Vector2(540, 520) [node name="Table2Leg1" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(560, 540) [node name="Table2Leg2" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(724, 540) [node name="Table3" type="ColorRect" parent="."] color = Color(0.65, 0.42, 0.20, 1) size = Vector2(200, 20) position = Vector2(960, 520) [node name="Table3Leg1" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(980, 540) [node name="Table3Leg2" type="ColorRect" parent="."] color = Color(0.50, 0.32, 0.15, 1) size = Vector2(16, 100) position = Vector2(1144, 540) [node name="CharacterSpawn" type="Marker2D" parent="."] position = Vector2(300, 490) [node name="SoupBowl" parent="." instance=ExtResource("1_iobj")] position = Vector2(220, 490) [node name="Sandwich" parent="." instance=ExtResource("1_iobj")] position = Vector2(640, 490) [node name="JuiceGlass" parent="." instance=ExtResource("1_iobj")] position = Vector2(1060, 490) [node name="CashRegister" parent="." instance=ExtResource("1_iobj")] position = Vector2(640, 210) ``` - [ ] **Step 2: Commit** ```bash git add scenes/rooms/floor0/Restaurant.tscn git commit -m "feat(restaurant): add Restaurant room with three tables and interactive food objects" ``` --- ## Task 6: Ambulance component **Files:** - Create: `scripts/objects/ambulance.gd` - Create: `scenes/objects/Ambulance.tscn` The ambulance starts off-screen to the right. When `RoomNavigator` emits `room_changed(0, 3)` (Emergency Room), it drives in. Tapping the ambulance drives it back out; tapping again drives it back in. - [ ] **Step 1: Create ambulance.gd** ```gdscript ## Ambulance — drives in from off-screen right when the Emergency Room is entered; tap to toggle. class_name Ambulance extends Node2D const OFFSCREEN_OFFSET: float = 1200.0 const BUTTON_HALF_WIDTH: float = 90.0 const BUTTON_HALF_HEIGHT: float = 50.0 const DRIVE_DURATION: float = 1.2 @export var trigger_floor: int = 0 @export var trigger_room: int = 3 var _parked_x: float = 0.0 var _is_parked: bool = false var _is_animating: bool = false func _ready() -> void: _parked_x = position.x position.x = _parked_x + OFFSCREEN_OFFSET RoomNavigator.room_changed.connect(_on_room_changed) func _exit_tree() -> void: if RoomNavigator.room_changed.is_connected(_on_room_changed): RoomNavigator.room_changed.disconnect(_on_room_changed) func _on_room_changed(floor_index: int, room_index: int) -> void: if floor_index == trigger_floor and room_index == trigger_room: if not _is_parked and not _is_animating: _drive_in() func _input(event: InputEvent) -> void: if _is_animating: return var screen_pos: Vector2 if event is InputEventScreenTouch and event.pressed: screen_pos = event.position elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: screen_pos = event.position else: return var canvas_transform: Transform2D = get_viewport().get_canvas_transform() var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos var local_pos: Vector2 = to_local(world_pos) if abs(local_pos.x) <= BUTTON_HALF_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT: if _is_parked: _drive_out() else: _drive_in() func _drive_in() -> void: _is_animating = true _is_parked = false var tween: Tween = create_tween() tween.set_ease(Tween.EASE_OUT) tween.set_trans(Tween.TRANS_QUAD) tween.tween_property(self, "position:x", _parked_x, DRIVE_DURATION) tween.finished.connect(func() -> void: _is_parked = true _is_animating = false _play_stop_bounce() ) func _drive_out() -> void: _is_animating = true _is_parked = false var tween: Tween = create_tween() tween.set_ease(Tween.EASE_IN) tween.set_trans(Tween.TRANS_QUAD) tween.tween_property(self, "position:x", _parked_x + OFFSCREEN_OFFSET, DRIVE_DURATION) tween.finished.connect(func() -> void: _is_animating = false ) func _play_stop_bounce() -> void: var tween: Tween = create_tween() tween.tween_property(self, "scale", Vector2(1.08, 0.94), 0.08) tween.tween_property(self, "scale", Vector2(0.96, 1.06), 0.08) tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08) ``` - [ ] **Step 2: Create Ambulance.tscn** ``` [gd_scene load_steps=2 format=3 uid="uid://cozypaw_ambulance"] [ext_resource type="Script" path="res://scripts/objects/ambulance.gd" id="1_ambulance"] [node name="Ambulance" type="Node2D"] script = ExtResource("1_ambulance") [node name="Body" type="ColorRect" parent="."] color = Color(1.0, 1.0, 1.0, 1) size = Vector2(180, 100) position = Vector2(-90, -50) [node name="RedStripe" type="ColorRect" parent="."] color = Color(0.90, 0.15, 0.15, 1) size = Vector2(180, 20) position = Vector2(-90, -15) [node name="Cabin" type="ColorRect" parent="."] color = Color(0.82, 0.85, 0.90, 1) size = Vector2(70, 60) position = Vector2(-90, -50) [node name="WindowFront" type="ColorRect" parent="."] color = Color(0.60, 0.85, 1.0, 1) size = Vector2(50, 38) position = Vector2(-82, -46) [node name="WheelFront" type="ColorRect" parent="."] color = Color(0.15, 0.15, 0.15, 1) size = Vector2(30, 30) position = Vector2(-75, 48) [node name="WheelBack" type="ColorRect" parent="."] color = Color(0.15, 0.15, 0.15, 1) size = Vector2(30, 30) position = Vector2(50, 48) [node name="Siren" type="ColorRect" parent="."] color = Color(0.10, 0.40, 1.0, 1) size = Vector2(40, 18) position = Vector2(-20, -68) ``` - [ ] **Step 3: Commit** ```bash git add scripts/objects/ambulance.gd scenes/objects/Ambulance.tscn git commit -m "feat(ambulance): add Ambulance component with drive-in/out animation triggered by room navigation" ``` --- ## Task 7: Emergency Room scene **Files:** - Create: `scenes/rooms/floor0/EmergencyRoom.tscn` The Ambulance node is placed at position (500, 570) within the room. Its `_ready()` stores `_parked_x = 500` and shifts it to x = 500 + 1200 = 1700 (off-screen right). It drives in when `room_changed(0, 3)` fires. - [ ] **Step 1: Create EmergencyRoom.tscn** ``` [gd_scene load_steps=3 format=3 uid="uid://cozypaw_emergency"] [ext_resource type="PackedScene" path="res://scenes/objects/InteractiveObject.tscn" id="1_iobj"] [ext_resource type="PackedScene" path="res://scenes/objects/Ambulance.tscn" id="2_ambulance"] [node name="EmergencyRoom" type="Node2D"] [node name="Background" type="ColorRect" parent="."] color = Color(0.88, 0.94, 1.0, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="Floor" type="ColorRect" parent="."] color = Color(0.72, 0.74, 0.80, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="WallLeft" type="ColorRect" parent="."] color = Color(0.90, 0.92, 0.96, 1) size = Vector2(40, 620) position = Vector2(0, 0) [node name="WallRight" type="ColorRect" parent="."] color = Color(0.90, 0.92, 0.96, 1) size = Vector2(40, 620) position = Vector2(1240, 0) [node name="AmbulanceBay" type="ColorRect" parent="."] color = Color(0.58, 0.60, 0.68, 1) size = Vector2(380, 120) position = Vector2(860, 500) [node name="AmbulanceBayLine" type="ColorRect" parent="."] color = Color(0.90, 0.80, 0.10, 1) size = Vector2(380, 6) position = Vector2(860, 500) [node name="MedicalTable" type="ColorRect" parent="."] color = Color(0.85, 0.85, 0.92, 1) size = Vector2(260, 30) position = Vector2(180, 490) [node name="MedicalTableLeg1" type="ColorRect" parent="."] color = Color(0.68, 0.68, 0.76, 1) size = Vector2(16, 130) position = Vector2(200, 520) [node name="MedicalTableLeg2" type="ColorRect" parent="."] color = Color(0.68, 0.68, 0.76, 1) size = Vector2(16, 130) position = Vector2(408, 520) [node name="IVPole" type="ColorRect" parent="."] color = Color(0.78, 0.78, 0.84, 1) size = Vector2(10, 220) position = Vector2(545, 350) [node name="IVBag" type="ColorRect" parent="."] color = Color(0.55, 0.85, 0.95, 1) size = Vector2(50, 70) position = Vector2(525, 280) [node name="CharacterSpawn" type="Marker2D" parent="."] position = Vector2(310, 490) [node name="Stretcher" parent="." instance=ExtResource("1_iobj")] position = Vector2(680, 490) [node name="IVStand" parent="." instance=ExtResource("1_iobj")] position = Vector2(550, 440) [node name="Ambulance" parent="." instance=ExtResource("2_ambulance")] position = Vector2(500, 570) ``` - [ ] **Step 2: Commit** ```bash git add scenes/rooms/floor0/EmergencyRoom.tscn git commit -m "feat(emergency): add Emergency Room scene with ambulance bay, medical table, and interactive objects" ``` --- ## Task 8: Wire up Floor 0 in Main.tscn **Files:** - Modify: `scenes/main/Main.tscn` **Changes:** - Add GiftShop, Restaurant, EmergencyRoom as instances at x offsets 1280, 2560, 3840 in Floor0 - Move ElevatorUp0 to position (1100, 160) to avoid overlap with navigation arrows - Add 6 NavigationArrow instances at room boundaries (3 pairs) - `load_steps` changes from 9 → 13 (add 4 new ExtResources) **NavigationArrow positions in Floor0 local space:** | Node name | X | Y | target_floor | target_room | label | |-----------|---|---|---|---|---| | NavRight0to1 | 1200 | 480 | 0 | 1 | → | | NavLeft1to0 | 1340 | 480 | 0 | 0 | ← | | NavRight1to2 | 2480 | 480 | 0 | 2 | → | | NavLeft2to1 | 2600 | 480 | 0 | 1 | ← | | NavRight2to3 | 3760 | 480 | 0 | 3 | → | | NavLeft3to2 | 3920 | 480 | 0 | 2 | ← | **Visibility verification (camera center ± 640 horizontal):** - Room 0 (cam x=640): screen x 0–1280 → NavRight0to1 at 1200 ✓, elevator at 1100 ✓ - Room 1 (cam x=1920): screen x 1280–2560 → NavLeft1to0 at 1340 ✓, NavRight1to2 at 2480 ✓ - Room 2 (cam x=3200): screen x 2560–3840 → NavLeft2to1 at 2600 ✓, NavRight2to3 at 3760 ✓ - Room 3 (cam x=4480): screen x 3840–5120 → NavLeft3to2 at 3920 ✓ - [ ] **Step 1: Replace Main.tscn** ``` [gd_scene load_steps=13 format=3 uid="uid://cozypaw_main"] [ext_resource type="Script" path="res://scripts/main/main.gd" id="1_main"] [ext_resource type="PackedScene" path="res://scenes/rooms/floor0/Reception.tscn" id="2_reception"] [ext_resource type="PackedScene" path="res://scenes/characters/Character.tscn" id="3_char"] [ext_resource type="PackedScene" path="res://scenes/ui/HUD.tscn" id="4_hud"] [ext_resource type="PackedScene" path="res://scenes/ui/SettingsMenu.tscn" id="5_settings"] [ext_resource type="PackedScene" path="res://scenes/objects/ElevatorButton.tscn" id="6_elevbtn"] [ext_resource type="Script" path="res://scripts/characters/character_data.gd" id="7_chardata"] [ext_resource type="PackedScene" path="res://scenes/rooms/floor0/GiftShop.tscn" id="8_giftshop"] [ext_resource type="PackedScene" path="res://scenes/rooms/floor0/Restaurant.tscn" id="9_restaurant"] [ext_resource type="PackedScene" path="res://scenes/rooms/floor0/EmergencyRoom.tscn" id="10_emergency"] [ext_resource type="PackedScene" path="res://scenes/objects/NavigationArrow.tscn" id="11_navarrow"] [sub_resource type="Resource" id="CharacterData_bunny1"] script = ExtResource("7_chardata") id = "bunny_01" display_name = "Bunny" species = 0 state = 0 current_floor = 0 position = Vector2(0, 0) [node name="Main" type="Node2D"] script = ExtResource("1_main") [node name="Camera2D" type="Camera2D" parent="."] position = Vector2(640, 360) zoom = Vector2(1, 1) [node name="Hospital" type="Node2D" parent="."] [node name="Floor0" type="Node2D" parent="Hospital"] position = Vector2(0, 0) [node name="Reception" parent="Hospital/Floor0" instance=ExtResource("2_reception")] position = Vector2(0, 0) [node name="GiftShop" parent="Hospital/Floor0" instance=ExtResource("8_giftshop")] position = Vector2(1280, 0) [node name="Restaurant" parent="Hospital/Floor0" instance=ExtResource("9_restaurant")] position = Vector2(2560, 0) [node name="EmergencyRoom" parent="Hospital/Floor0" instance=ExtResource("10_emergency")] position = Vector2(3840, 0) [node name="ElevatorUp0" parent="Hospital/Floor0" instance=ExtResource("6_elevbtn")] position = Vector2(1100, 160) target_floor = 1 [node name="NavRight0to1" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(1200, 480) target_floor = 0 target_room = 1 label_text = "→" [node name="NavLeft1to0" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(1340, 480) target_floor = 0 target_room = 0 label_text = "←" [node name="NavRight1to2" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(2480, 480) target_floor = 0 target_room = 2 label_text = "→" [node name="NavLeft2to1" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(2600, 480) target_floor = 0 target_room = 1 label_text = "←" [node name="NavRight2to3" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(3760, 480) target_floor = 0 target_room = 3 label_text = "→" [node name="NavLeft3to2" parent="Hospital/Floor0" instance=ExtResource("11_navarrow")] position = Vector2(3920, 480) target_floor = 0 target_room = 2 label_text = "←" [node name="Floor1" type="Node2D" parent="Hospital"] position = Vector2(0, -720) [node name="Background" type="ColorRect" parent="Hospital/Floor1"] color = Color(0.78, 0.88, 0.96, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="FloorLabel" type="Label" parent="Hospital/Floor1"] offset_left = 560.0 offset_top = 300.0 offset_right = 720.0 offset_bottom = 360.0 text = "1. OG" theme_override_font_sizes/font_size = 32 [node name="FloorRect" type="ColorRect" parent="Hospital/Floor1"] color = Color(0.88, 0.80, 0.68, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="ElevatorDown1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")] position = Vector2(1200, 540) target_floor = 0 [node name="ElevatorUp1" parent="Hospital/Floor1" instance=ExtResource("6_elevbtn")] position = Vector2(1200, 180) target_floor = 2 [node name="Floor2" type="Node2D" parent="Hospital"] position = Vector2(0, -1440) [node name="Background" type="ColorRect" parent="Hospital/Floor2"] color = Color(0.96, 0.88, 0.96, 1) size = Vector2(1280, 720) position = Vector2(0, 0) [node name="FloorLabel" type="Label" parent="Hospital/Floor2"] offset_left = 560.0 offset_top = 300.0 offset_right = 720.0 offset_bottom = 360.0 text = "2. OG" theme_override_font_sizes/font_size = 32 [node name="FloorRect" type="ColorRect" parent="Hospital/Floor2"] color = Color(0.88, 0.80, 0.68, 1) size = Vector2(1280, 100) position = Vector2(0, 620) [node name="ElevatorDown2" parent="Hospital/Floor2" instance=ExtResource("6_elevbtn")] position = Vector2(1200, 360) target_floor = 1 [node name="Characters" type="Node2D" parent="."] [node name="Bunny1" parent="Characters" instance=ExtResource("3_char")] position = Vector2(300, 400) data = SubResource("CharacterData_bunny1") [node name="UI" type="CanvasLayer" parent="."] [node name="HUD" parent="UI" instance=ExtResource("4_hud")] [node name="SettingsMenu" parent="UI" instance=ExtResource("5_settings")] ``` - [ ] **Step 2: Commit** ```bash git add scenes/main/Main.tscn git commit -m "feat(floor0): wire up all four ground-floor rooms with horizontal navigation arrows" ``` - [ ] **Step 3: Push to develop** ```bash git push origin develop ``` --- ## Self-Review: Spec Coverage Check | Sprint 5-7 requirement | Covered by | |------------------------|-----------| | Empfang komplett | Task 3: bench ×2, bell, potted plant, number display | | Geschenke-Shop | Task 4: full scene with shelf, 4 interactive objects | | Restaurant | Task 5: full scene with 3 tables, 4 interactive objects | | Notaufnahme | Task 7: full scene with ambulance bay, table, IV stand | | Krankenwagen-Animation | Task 6: drive-in on room_changed, drive-out on tap | | Horizontal room navigation | Task 1 + 2: RoomNavigator + NavigationArrow | | All rooms accessible from game | Task 8: all wired up in Main.tscn | **Placeholder scan:** All code blocks are complete. No "TBD" or "implement later" present. UIDs are convention-based and may be regenerated by Godot on first open — this is expected behavior. **Type consistency:** `room_changed(floor_index: int, room_index: int)` signal defined in Task 1 and consumed in Task 6 (`_on_room_changed`). ✓ `go_to_room(floor_index: int, room_index: int)` defined in Task 1 and called in Task 2 (`NavigationArrow._on_pressed()`). ✓ --- ## Smoke Test Checklist (manual, on device after completion) - [ ] Game starts at Reception (camera center visible, green background) - [ ] "→" arrow in Reception navigates smoothly to Gift Shop - [ ] "←" arrow in Gift Shop navigates back to Reception - [ ] Full chain: Reception → Gift Shop → Restaurant → Emergency works both directions - [ ] Elevator Up from Reception navigates to Floor 1 - [ ] Elevator Down from Floor 1 lands at Reception (room 0), not Emergency Room - [ ] Tapping flower/bell in Reception plays bounce animation - [ ] Navigating to Emergency Room for the first time: ambulance drives in from right - [ ] Tapping ambulance after it's parked: drives back out - [ ] Tapping ambulance again: drives back in - [ ] Dragging Bunny character across rooms works correctly - [ ] Save/load preserves Bunny position after app restart