## DeliveryBed — tap to animate mama arriving and baby appearing; tap again to reset. class_name DeliveryBed extends Node2D enum State { IDLE, MAMA_ARRIVING, COMPLETE, RESETTING } const MAMA_OFFSCREEN_X: float = -600.0 const MAMA_PARKED_X: float = -100.0 const ARRIVE_DURATION: float = 1.0 const BABY_FADE_DURATION: float = 0.6 const RESET_DURATION: float = 0.8 const BUTTON_HALF_WIDTH: float = 120.0 const BUTTON_HALF_HEIGHT: float = 40.0 var _state: State = State.IDLE func _ready() -> void: var mama: Node2D = get_node_or_null("Mama") as Node2D if mama != null: mama.position.x = MAMA_OFFSCREEN_X var baby: Node2D = get_node_or_null("Baby") as Node2D if baby != null: baby.modulate.a = 0.0 func _input(event: InputEvent) -> void: if _state == State.MAMA_ARRIVING or _state == State.RESETTING: 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 _state == State.IDLE: _start_arrival() elif _state == State.COMPLETE: _start_reset() func _start_arrival() -> void: _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) func _on_mama_arrived() -> void: _state = State.COMPLETE var baby: Node2D = get_node_or_null("Baby") as Node2D if baby == null: return var tween: Tween = create_tween() tween.tween_property(baby, "modulate:a", 1.0, BABY_FADE_DURATION) func _start_reset() -> void: _state = State.RESETTING var baby: Node2D = get_node_or_null("Baby") as Node2D if baby != null: var fade_tween: Tween = create_tween() fade_tween.tween_property(baby, "modulate:a", 0.0, BABY_FADE_DURATION) var mama: Node2D = get_node_or_null("Mama") as Node2D if mama == null: _state = State.IDLE return var slide_tween: Tween = create_tween() slide_tween.set_ease(Tween.EASE_IN) slide_tween.set_trans(Tween.TRANS_QUAD) slide_tween.tween_property(mama, "position:x", MAMA_OFFSCREEN_X, RESET_DURATION) slide_tween.finished.connect(func() -> void: _state = State.IDLE)