# 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" ```