595 lines
16 KiB
Markdown
595 lines
16 KiB
Markdown
# Sprint 14 — Zuhause & Garten Implementation Plan
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> **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.
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**Goal:** Add the garden/home area below the hospital floors, with interactive gift boxes, a tea pot, and camera navigation buttons in both directions.
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**Architecture:** The Home area lives at world position `(0, 720)` — directly below Floor 0. `RoomNavigator` gains `go_to_home()` / `go_to_hospital()` which tween the camera to `Vector2(640, 1080)`. A `HomeButton` component with `@export var go_to_garden: bool` drives navigation in both directions. No new autoloads; everything hooks into the existing `RoomNavigator` autoload.
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**Tech Stack:** Godot 4.6.2, GDScript (static typing), ColorRect placeholder visuals, Tween animations
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---
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### Task 1: RoomNavigator — go_to_home / go_to_hospital
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**Files:**
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- Modify: `scripts/systems/room_navigator.gd`
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- [ ] **Step 1: Replace the entire file**
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`scripts/systems/room_navigator.gd`:
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```gdscript
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## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors, rooms, and the home/garden area.
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extends Node
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signal room_changed(floor_index: int, room_index: int)
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signal home_entered()
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signal hospital_entered()
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const FLOOR_HEIGHT: float = 720.0
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const ROOM_WIDTH: float = 1280.0
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const HOME_CAMERA_X: float = 640.0
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const HOME_CAMERA_Y: float = 1080.0
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const CAMERA_TWEEN_DURATION: float = 0.6
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var _current_floor: int = 0
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var _current_room: int = 0
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var _is_at_home: bool = false
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var _camera: Camera2D
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func initialize(camera: Camera2D) -> void:
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_camera = camera
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func go_to_floor(floor_index: int) -> void:
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go_to_room(floor_index, 0)
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func go_to_room(floor_index: int, room_index: int) -> void:
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if _camera == null:
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return
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if not _is_at_home and floor_index == _current_floor and room_index == _current_room:
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return
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_is_at_home = false
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_current_floor = floor_index
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_current_room = room_index
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var target_x: float = room_index * ROOM_WIDTH + ROOM_WIDTH * 0.5
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var target_y: float = floor_index * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
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tween.finished.connect(func() -> void: room_changed.emit(floor_index, room_index))
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func go_to_home() -> void:
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if _camera == null:
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return
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if _is_at_home:
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return
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_is_at_home = true
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION)
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tween.finished.connect(func() -> void: home_entered.emit())
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func go_to_hospital() -> void:
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if _camera == null:
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return
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if not _is_at_home:
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return
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_is_at_home = false
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var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
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var target_y: float = _current_floor * -FLOOR_HEIGHT + FLOOR_HEIGHT * 0.5
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(_camera, "position", Vector2(target_x, target_y), CAMERA_TWEEN_DURATION)
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tween.finished.connect(func() -> void: hospital_entered.emit())
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func get_current_floor() -> int:
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return _current_floor
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func get_current_room() -> int:
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return _current_room
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func is_at_home() -> bool:
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return _is_at_home
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```
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- [ ] **Step 2: Verify no parse errors**
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Open Godot, check the Output panel — no errors for `room_navigator.gd`. The autoload entry `RoomNavigator` should still appear in Project → Autoload.
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- [ ] **Step 3: Commit**
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```bash
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git add scripts/systems/room_navigator.gd
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git commit -m "feat(navigator): add go_to_home / go_to_hospital with home_entered / hospital_entered signals"
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```
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---
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### Task 2: HomeButton component
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**Files:**
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- Create: `scripts/objects/home_button.gd`
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- Create: `scenes/objects/HomeButton.tscn`
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- [ ] **Step 1: Create the script**
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`scripts/objects/home_button.gd`:
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```gdscript
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## HomeButton — tappable button that navigates between the hospital and the garden area.
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class_name HomeButton extends Node2D
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const BUTTON_HALF_SIZE: float = 32.0
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@export var go_to_garden: bool = true
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func _input(event: InputEvent) -> void:
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if not event is InputEventScreenTouch:
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return
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if not (event as InputEventScreenTouch).pressed:
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return
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var touch_pos: Vector2 = (event as InputEventScreenTouch).position
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var local: Vector2 = to_local(touch_pos)
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if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
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return
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if go_to_garden:
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RoomNavigator.go_to_home()
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else:
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RoomNavigator.go_to_hospital()
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```
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- [ ] **Step 2: Create the scene**
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`scenes/objects/HomeButton.tscn`:
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```
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_homebtn"]
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[ext_resource type="Script" path="res://scripts/objects/home_button.gd" id="1_homebtn"]
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[node name="HomeButton" type="Node2D"]
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script = ExtResource("1_homebtn")
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[node name="ButtonBody" type="ColorRect" parent="."]
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offset_left = -32.0
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offset_top = -32.0
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offset_right = 32.0
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offset_bottom = 32.0
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color = Color(0.36, 0.70, 0.44, 1)
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[node name="ButtonIcon" type="ColorRect" parent="."]
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offset_left = -12.0
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offset_top = -18.0
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offset_right = 12.0
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offset_bottom = 6.0
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color = Color(0.90, 0.88, 0.70, 1)
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```
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- [ ] **Step 3: Verify in Godot**
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Open `HomeButton.tscn` — green square with a cream-coloured rectangle visible. Check Inspector: `go_to_garden` export shows as `true`.
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- [ ] **Step 4: Commit**
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```bash
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git add scripts/objects/home_button.gd scenes/objects/HomeButton.tscn
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git commit -m "feat(home-button): add HomeButton component for hospital/garden navigation"
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```
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---
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### Task 3: GiftBox component
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**Files:**
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- Create: `scripts/objects/gift_box.gd`
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- Create: `scenes/objects/GiftBox.tscn`
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- [ ] **Step 1: Create the script**
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`scripts/objects/gift_box.gd`:
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```gdscript
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## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
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class_name GiftBox extends Node2D
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enum State { CLOSED, OPENING, OPEN }
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const LID_OPEN_Y: float = -120.0
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const OPEN_DURATION: float = 0.5
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const GIFT_FADE_DURATION: float = 0.4
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const BUTTON_HALF_WIDTH: float = 40.0
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const BUTTON_HALF_HEIGHT: float = 50.0
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var _state: State = State.CLOSED
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func _ready() -> void:
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var gift: Node2D = get_node_or_null("Gift") as Node2D
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if gift != null:
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gift.modulate.a = 0.0
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func _input(event: InputEvent) -> void:
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if _state != State.CLOSED:
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return
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if not event is InputEventScreenTouch:
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return
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if not (event as InputEventScreenTouch).pressed:
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return
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var touch_pos: Vector2 = (event as InputEventScreenTouch).position
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var local: Vector2 = to_local(touch_pos)
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if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
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return
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_start_opening()
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func _start_opening() -> void:
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_state = State.OPENING
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var lid: Node2D = get_node_or_null("Lid") as Node2D
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if lid == null:
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_state = State.OPEN
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return
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_OUT)
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tween.set_trans(Tween.TRANS_BACK)
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tween.tween_property(lid, "position:y", LID_OPEN_Y, OPEN_DURATION)
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tween.parallel().tween_property(lid, "modulate:a", 0.0, OPEN_DURATION)
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tween.finished.connect(_on_lid_opened)
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func _on_lid_opened() -> void:
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_state = State.OPEN
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var gift: Node2D = get_node_or_null("Gift") as Node2D
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if gift == null:
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return
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var tween: Tween = create_tween()
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tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
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```
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- [ ] **Step 2: Create the scene**
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`scenes/objects/GiftBox.tscn`:
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```
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftbox"]
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[ext_resource type="Script" path="res://scripts/objects/gift_box.gd" id="1_giftbox"]
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[node name="GiftBox" type="Node2D"]
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script = ExtResource("1_giftbox")
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[node name="BoxBase" type="ColorRect" parent="."]
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offset_left = -40.0
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offset_top = -60.0
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offset_right = 40.0
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offset_bottom = 0.0
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color = Color(0.90, 0.28, 0.34, 1)
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[node name="BoxStripe" type="ColorRect" parent="."]
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offset_left = -6.0
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offset_top = -60.0
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offset_right = 6.0
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offset_bottom = 0.0
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color = Color(0.98, 0.82, 0.22, 1)
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[node name="Lid" type="Node2D" parent="."]
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position = Vector2(0, -60)
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[node name="LidShape" type="ColorRect" parent="Lid"]
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offset_left = -44.0
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offset_top = -18.0
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offset_right = 44.0
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offset_bottom = 0.0
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color = Color(0.98, 0.38, 0.42, 1)
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[node name="LidBow" type="ColorRect" parent="Lid"]
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offset_left = -10.0
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offset_top = -28.0
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offset_right = 10.0
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offset_bottom = -18.0
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color = Color(0.98, 0.82, 0.22, 1)
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[node name="Gift" type="Node2D" parent="."]
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position = Vector2(0, -90)
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[node name="GiftShape" type="ColorRect" parent="Gift"]
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offset_left = -20.0
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offset_top = -20.0
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offset_right = 20.0
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offset_bottom = 20.0
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color = Color(0.96, 0.76, 0.22, 1)
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```
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- [ ] **Step 3: Verify in Godot**
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Open `GiftBox.tscn` — red box body, yellow vertical stripe, red lid above it with yellow bow, yellow star-shaped gift node above lid. The `Gift` node is invisible at runtime (`_ready` sets alpha to 0).
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- [ ] **Step 4: Commit**
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```bash
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git add scripts/objects/gift_box.gd scenes/objects/GiftBox.tscn
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git commit -m "feat(gift-box): add GiftBox with tap-to-open lid animation and gift reveal"
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```
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---
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### Task 4: TeaPot component
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**Files:**
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- Create: `scripts/objects/tea_pot.gd`
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- Create: `scenes/objects/TeaPot.tscn`
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- [ ] **Step 1: Create the script**
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`scripts/objects/tea_pot.gd`:
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```gdscript
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## TeaPot — tap to pour: tilts 45 degrees, holds briefly, then returns to upright.
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class_name TeaPot extends Node2D
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enum State { IDLE, POURING }
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const TILT_ANGLE: float = 45.0
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const TILT_DURATION: float = 0.4
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const POUR_HOLD: float = 0.8
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const RETURN_DURATION: float = 0.4
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const BUTTON_HALF_SIZE: float = 40.0
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var _state: State = State.IDLE
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func _input(event: InputEvent) -> void:
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if _state != State.IDLE:
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return
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if not event is InputEventScreenTouch:
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return
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if not (event as InputEventScreenTouch).pressed:
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return
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var touch_pos: Vector2 = (event as InputEventScreenTouch).position
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var local: Vector2 = to_local(touch_pos)
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if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
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return
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_start_pouring()
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func _start_pouring() -> void:
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_state = State.POURING
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var tween: Tween = create_tween()
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_trans(Tween.TRANS_SINE)
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tween.tween_property(self, "rotation_degrees", TILT_ANGLE, TILT_DURATION)
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tween.tween_interval(POUR_HOLD)
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tween.tween_property(self, "rotation_degrees", 0.0, RETURN_DURATION)
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tween.finished.connect(func() -> void: _state = State.IDLE)
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```
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- [ ] **Step 2: Create the scene**
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`scenes/objects/TeaPot.tscn`:
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```
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[gd_scene load_steps=2 format=3 uid="uid://cozypaw_teapot"]
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[ext_resource type="Script" path="res://scripts/objects/tea_pot.gd" id="1_teapot"]
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[node name="TeaPot" type="Node2D"]
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script = ExtResource("1_teapot")
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[node name="PotBody" type="ColorRect" parent="."]
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offset_left = -30.0
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offset_top = -50.0
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offset_right = 30.0
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offset_bottom = 0.0
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color = Color(0.96, 0.92, 0.84, 1)
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[node name="PotLid" type="ColorRect" parent="."]
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offset_left = -28.0
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offset_top = -58.0
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offset_right = 28.0
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offset_bottom = -48.0
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color = Color(0.74, 0.62, 0.50, 1)
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[node name="PotSpout" type="ColorRect" parent="."]
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offset_left = 26.0
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offset_top = -38.0
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offset_right = 46.0
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offset_bottom = -22.0
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color = Color(0.96, 0.92, 0.84, 1)
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[node name="PotHandle" type="ColorRect" parent="."]
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offset_left = -48.0
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offset_top = -36.0
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offset_right = -36.0
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offset_bottom = -14.0
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color = Color(0.96, 0.92, 0.84, 1)
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```
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- [ ] **Step 3: Verify in Godot**
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Open `TeaPot.tscn` — cream-coloured pot body, brown lid on top, spout on right, handle on left all visible.
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- [ ] **Step 4: Commit**
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```bash
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git add scripts/objects/tea_pot.gd scenes/objects/TeaPot.tscn
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git commit -m "feat(teapot): add TeaPot with tap-to-pour tilt animation"
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```
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---
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### Task 5: GardenParty scene
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**Files:**
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- Create: `scenes/rooms/home/GardenParty.tscn`
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- [ ] **Step 1: Create the scene file**
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`scenes/rooms/home/GardenParty.tscn`:
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```
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[gd_scene load_steps=4 format=3 uid="uid://cozypaw_gardenparty"]
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[ext_resource type="PackedScene" path="res://scenes/objects/GiftBox.tscn" id="1_giftbox"]
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[ext_resource type="PackedScene" path="res://scenes/objects/TeaPot.tscn" id="2_teapot"]
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[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="3_homebtn"]
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[node name="GardenParty" type="Node2D"]
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[node name="Sky" type="ColorRect" parent="."]
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offset_left = 0.0
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offset_top = 0.0
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offset_right = 1280.0
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offset_bottom = 400.0
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color = Color(0.53, 0.81, 0.98, 1)
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[node name="Grass" type="ColorRect" parent="."]
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offset_left = 0.0
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offset_top = 400.0
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offset_right = 1280.0
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offset_bottom = 720.0
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color = Color(0.55, 0.76, 0.46, 1)
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[node name="GroundEdge" type="ColorRect" parent="."]
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offset_left = 0.0
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offset_top = 392.0
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offset_right = 1280.0
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offset_bottom = 404.0
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color = Color(0.38, 0.62, 0.32, 1)
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[node name="TableTop" type="ColorRect" parent="."]
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offset_left = 440.0
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offset_top = 464.0
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offset_right = 840.0
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offset_bottom = 480.0
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color = Color(0.82, 0.66, 0.46, 1)
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[node name="TableLeg1" type="ColorRect" parent="."]
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offset_left = 456.0
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offset_top = 480.0
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offset_right = 472.0
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offset_bottom = 580.0
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color = Color(0.70, 0.52, 0.34, 1)
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[node name="TableLeg2" type="ColorRect" parent="."]
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offset_left = 808.0
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offset_top = 480.0
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offset_right = 824.0
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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="GiftBox3" parent="." instance=ExtResource("1_giftbox")]
|
|
position = Vector2(820, 464)
|
|
|
|
[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="ColorRect" parent="."]
|
|
offset_left = 180.0
|
|
offset_top = 120.0
|
|
offset_right = 220.0
|
|
offset_bottom = 180.0
|
|
color = Color(0.96, 0.44, 0.44, 1)
|
|
|
|
[node name="Balloon2" type="ColorRect" parent="."]
|
|
offset_left = 1020.0
|
|
offset_top = 100.0
|
|
offset_right = 1060.0
|
|
offset_bottom = 160.0
|
|
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
|
|
```
|
|
|
|
- [ ] **Step 2: Verify in Godot**
|
|
|
|
Open `GardenParty.tscn` — blue sky, green grass, dark ground edge, brown table with two legs. TeaPot and 3 GiftBoxes sitting on the table (top at y=464). TeaCup to the left of the pots. Two balloons (red, blue). Green HomeButton bottom-left with `go_to_garden = false` in inspector.
|
|
|
|
- [ ] **Step 3: Commit**
|
|
|
|
```bash
|
|
git add scenes/rooms/home/GardenParty.tscn
|
|
git commit -m "feat(garden): add GardenParty scene with table, gifts, teapot, balloons, and return button"
|
|
```
|
|
|
|
---
|
|
|
|
### Task 6: Main.tscn — Home integration
|
|
|
|
**Files:**
|
|
- Modify: `scenes/main/Main.tscn`
|
|
|
|
- [ ] **Step 1: Update load_steps**
|
|
|
|
Replace:
|
|
```
|
|
[gd_scene load_steps=20 format=3 uid="uid://cozypaw_main"]
|
|
```
|
|
With:
|
|
```
|
|
[gd_scene load_steps=22 format=3 uid="uid://cozypaw_main"]
|
|
```
|
|
|
|
- [ ] **Step 2: Add ext_resources after the last existing one (id="18_nursery")**
|
|
|
|
```
|
|
[ext_resource type="PackedScene" path="res://scenes/rooms/home/GardenParty.tscn" id="19_gardenparty"]
|
|
[ext_resource type="PackedScene" path="res://scenes/objects/HomeButton.tscn" id="20_homebtn"]
|
|
```
|
|
|
|
- [ ] **Step 3: Add HomeButtonToGarden on Floor0**
|
|
|
|
After the last Floor0 nav arrow node (`NavLeft3to2`), add:
|
|
```
|
|
[node name="HomeButtonToGarden" parent="Hospital/Floor0" instance=ExtResource("20_homebtn")]
|
|
position = Vector2(640, 620)
|
|
go_to_garden = true
|
|
```
|
|
|
|
- [ ] **Step 4: Add Home node and GardenParty**
|
|
|
|
After the last Floor2 node (`NavLeft2to1_F2`) and before `[node name="Characters" ...`, add:
|
|
```
|
|
[node name="Home" type="Node2D" parent="."]
|
|
position = Vector2(0, 720)
|
|
|
|
[node name="GardenParty" parent="Home" instance=ExtResource("19_gardenparty")]
|
|
position = Vector2(0, 0)
|
|
```
|
|
|
|
- [ ] **Step 5: Verify in Godot**
|
|
|
|
Run the main scene:
|
|
1. Scene loads without errors
|
|
2. Floor0 shows a green HomeButton square at the bottom centre (x=640, y=620)
|
|
3. Tap the HomeButtonToGarden → camera slides smoothly down to garden (blue sky + green grass)
|
|
4. Tap HomeButtonReturn in the garden → camera slides back up to Floor0/Reception
|
|
5. Elevator buttons between floors 0/1/2 still work correctly
|
|
6. Nav arrows between rooms still work on all three floors
|
|
|
|
- [ ] **Step 6: Commit**
|
|
|
|
```bash
|
|
git add scenes/main/Main.tscn
|
|
git commit -m "feat(main): integrate Home/GardenParty below Floor0 with bidirectional navigation"
|
|
```
|