Files
Cozypaw-Hospital/docs/superpowers/plans/2026-04-17-sprint-14-garten.md
2026-04-17 21:15:07 +02:00

16 KiB

Sprint 14 — Zuhause & Garten 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: Add the garden/home area below the hospital floors, with interactive gift boxes, a tea pot, and camera navigation buttons in both directions.

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.

Tech Stack: Godot 4.6.2, GDScript (static typing), ColorRect placeholder visuals, Tween animations


Task 1: RoomNavigator — go_to_home / go_to_hospital

Files:

  • Modify: scripts/systems/room_navigator.gd

  • Step 1: Replace the entire file

scripts/systems/room_navigator.gd:

## RoomNavigator — autoload that moves the Camera2D smoothly between hospital floors, rooms, and the home/garden area.
extends Node

signal room_changed(floor_index: int, room_index: int)
signal home_entered()
signal hospital_entered()

const FLOOR_HEIGHT: float = 720.0
const ROOM_WIDTH: float = 1280.0
const HOME_CAMERA_X: float = 640.0
const HOME_CAMERA_Y: float = 1080.0
const CAMERA_TWEEN_DURATION: float = 0.6

var _current_floor: int = 0
var _current_room: int = 0
var _is_at_home: bool = false
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 not _is_at_home and floor_index == _current_floor and room_index == _current_room:
		return
	_is_at_home = false
	_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 go_to_home() -> void:
	if _camera == null:
		return
	if _is_at_home:
		return
	_is_at_home = true
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_IN_OUT)
	tween.set_trans(Tween.TRANS_SINE)
	tween.tween_property(_camera, "position", Vector2(HOME_CAMERA_X, HOME_CAMERA_Y), CAMERA_TWEEN_DURATION)
	tween.finished.connect(func() -> void: home_entered.emit())


func go_to_hospital() -> void:
	if _camera == null:
		return
	if not _is_at_home:
		return
	_is_at_home = false
	var target_x: float = _current_room * ROOM_WIDTH + ROOM_WIDTH * 0.5
	var target_y: float = _current_floor * -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: hospital_entered.emit())


func get_current_floor() -> int:
	return _current_floor


func get_current_room() -> int:
	return _current_room


func is_at_home() -> bool:
	return _is_at_home
  • Step 2: Verify no parse errors

Open Godot, check the Output panel — no errors for room_navigator.gd. The autoload entry RoomNavigator should still appear in Project → Autoload.

  • Step 3: Commit
git add scripts/systems/room_navigator.gd
git commit -m "feat(navigator): add go_to_home / go_to_hospital with home_entered / hospital_entered signals"

Task 2: HomeButton component

Files:

  • Create: scripts/objects/home_button.gd

  • Create: scenes/objects/HomeButton.tscn

  • Step 1: Create the script

scripts/objects/home_button.gd:

## HomeButton — tappable button that navigates between the hospital and the garden area.
class_name HomeButton extends Node2D

const BUTTON_HALF_SIZE: float = 32.0

@export var go_to_garden: bool = true


func _input(event: InputEvent) -> void:
	if not event is InputEventScreenTouch:
		return
	if not (event as InputEventScreenTouch).pressed:
		return
	var touch_pos: Vector2 = (event as InputEventScreenTouch).position
	var local: Vector2 = to_local(touch_pos)
	if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
		return
	if go_to_garden:
		RoomNavigator.go_to_home()
	else:
		RoomNavigator.go_to_hospital()
  • Step 2: Create the scene

scenes/objects/HomeButton.tscn:

[gd_scene load_steps=2 format=3 uid="uid://cozypaw_homebtn"]

[ext_resource type="Script" path="res://scripts/objects/home_button.gd" id="1_homebtn"]

[node name="HomeButton" type="Node2D"]
script = ExtResource("1_homebtn")

[node name="ButtonBody" type="ColorRect" parent="."]
offset_left = -32.0
offset_top = -32.0
offset_right = 32.0
offset_bottom = 32.0
color = Color(0.36, 0.70, 0.44, 1)

[node name="ButtonIcon" type="ColorRect" parent="."]
offset_left = -12.0
offset_top = -18.0
offset_right = 12.0
offset_bottom = 6.0
color = Color(0.90, 0.88, 0.70, 1)
  • Step 3: Verify in Godot

Open HomeButton.tscn — green square with a cream-coloured rectangle visible. Check Inspector: go_to_garden export shows as true.

  • Step 4: Commit
git add scripts/objects/home_button.gd scenes/objects/HomeButton.tscn
git commit -m "feat(home-button): add HomeButton component for hospital/garden navigation"

Task 3: GiftBox component

Files:

  • Create: scripts/objects/gift_box.gd

  • Create: scenes/objects/GiftBox.tscn

  • Step 1: Create the script

scripts/objects/gift_box.gd:

## GiftBox — tap while closed to open: lid rises and fades out, gift inside fades in.
class_name GiftBox extends Node2D

enum State { CLOSED, OPENING, OPEN }

const LID_OPEN_Y: float = -120.0
const OPEN_DURATION: float = 0.5
const GIFT_FADE_DURATION: float = 0.4
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
	if not (event as InputEventScreenTouch).pressed:
		return
	var touch_pos: Vector2 = (event as InputEventScreenTouch).position
	var local: Vector2 = to_local(touch_pos)
	if abs(local.x) > BUTTON_HALF_WIDTH or abs(local.y) > BUTTON_HALF_HEIGHT:
		return
	_start_opening()


func _start_opening() -> void:
	_state = State.OPENING
	var lid: Node2D = get_node_or_null("Lid") as Node2D
	if lid == null:
		_state = State.OPEN
		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.OPEN
	var gift: Node2D = get_node_or_null("Gift") as Node2D
	if gift == null:
		return
	var tween: Tween = create_tween()
	tween.tween_property(gift, "modulate:a", 1.0, GIFT_FADE_DURATION)
  • Step 2: Create the scene

scenes/objects/GiftBox.tscn:

[gd_scene load_steps=2 format=3 uid="uid://cozypaw_giftbox"]

[ext_resource type="Script" path="res://scripts/objects/gift_box.gd" id="1_giftbox"]

[node name="GiftBox" type="Node2D"]
script = ExtResource("1_giftbox")

[node name="BoxBase" type="ColorRect" parent="."]
offset_left = -40.0
offset_top = -60.0
offset_right = 40.0
offset_bottom = 0.0
color = Color(0.90, 0.28, 0.34, 1)

[node name="BoxStripe" type="ColorRect" parent="."]
offset_left = -6.0
offset_top = -60.0
offset_right = 6.0
offset_bottom = 0.0
color = Color(0.98, 0.82, 0.22, 1)

[node name="Lid" type="Node2D" parent="."]
position = Vector2(0, -60)

[node name="LidShape" type="ColorRect" parent="Lid"]
offset_left = -44.0
offset_top = -18.0
offset_right = 44.0
offset_bottom = 0.0
color = Color(0.98, 0.38, 0.42, 1)

[node name="LidBow" type="ColorRect" parent="Lid"]
offset_left = -10.0
offset_top = -28.0
offset_right = 10.0
offset_bottom = -18.0
color = Color(0.98, 0.82, 0.22, 1)

[node name="Gift" type="Node2D" parent="."]
position = Vector2(0, -90)

[node name="GiftShape" type="ColorRect" parent="Gift"]
offset_left = -20.0
offset_top = -20.0
offset_right = 20.0
offset_bottom = 20.0
color = Color(0.96, 0.76, 0.22, 1)
  • Step 3: Verify in Godot

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).

  • Step 4: Commit
git add scripts/objects/gift_box.gd scenes/objects/GiftBox.tscn
git commit -m "feat(gift-box): add GiftBox with tap-to-open lid animation and gift reveal"

Task 4: TeaPot component

Files:

  • Create: scripts/objects/tea_pot.gd

  • Create: scenes/objects/TeaPot.tscn

  • Step 1: Create the script

scripts/objects/tea_pot.gd:

## TeaPot — tap to pour: tilts 45 degrees, holds briefly, then returns to upright.
class_name TeaPot extends Node2D

enum State { IDLE, POURING }

const TILT_ANGLE: float = 45.0
const TILT_DURATION: float = 0.4
const POUR_HOLD: float = 0.8
const RETURN_DURATION: float = 0.4
const BUTTON_HALF_SIZE: float = 40.0

var _state: State = State.IDLE


func _input(event: InputEvent) -> void:
	if _state != State.IDLE:
		return
	if not event is InputEventScreenTouch:
		return
	if not (event as InputEventScreenTouch).pressed:
		return
	var touch_pos: Vector2 = (event as InputEventScreenTouch).position
	var local: Vector2 = to_local(touch_pos)
	if abs(local.x) > BUTTON_HALF_SIZE or abs(local.y) > BUTTON_HALF_SIZE:
		return
	_start_pouring()


func _start_pouring() -> void:
	_state = State.POURING
	var tween: Tween = create_tween()
	tween.set_ease(Tween.EASE_IN_OUT)
	tween.set_trans(Tween.TRANS_SINE)
	tween.tween_property(self, "rotation_degrees", TILT_ANGLE, TILT_DURATION)
	tween.tween_interval(POUR_HOLD)
	tween.tween_property(self, "rotation_degrees", 0.0, RETURN_DURATION)
	tween.finished.connect(func() -> void: _state = State.IDLE)
  • Step 2: Create the scene

scenes/objects/TeaPot.tscn:

[gd_scene load_steps=2 format=3 uid="uid://cozypaw_teapot"]

[ext_resource type="Script" path="res://scripts/objects/tea_pot.gd" id="1_teapot"]

[node name="TeaPot" type="Node2D"]
script = ExtResource("1_teapot")

[node name="PotBody" type="ColorRect" parent="."]
offset_left = -30.0
offset_top = -50.0
offset_right = 30.0
offset_bottom = 0.0
color = Color(0.96, 0.92, 0.84, 1)

[node name="PotLid" type="ColorRect" parent="."]
offset_left = -28.0
offset_top = -58.0
offset_right = 28.0
offset_bottom = -48.0
color = Color(0.74, 0.62, 0.50, 1)

[node name="PotSpout" type="ColorRect" parent="."]
offset_left = 26.0
offset_top = -38.0
offset_right = 46.0
offset_bottom = -22.0
color = Color(0.96, 0.92, 0.84, 1)

[node name="PotHandle" type="ColorRect" parent="."]
offset_left = -48.0
offset_top = -36.0
offset_right = -36.0
offset_bottom = -14.0
color = Color(0.96, 0.92, 0.84, 1)
  • Step 3: Verify in Godot

Open TeaPot.tscn — cream-coloured pot body, brown lid on top, spout on right, handle on left all visible.

  • Step 4: Commit
git add scripts/objects/tea_pot.gd scenes/objects/TeaPot.tscn
git commit -m "feat(teapot): add TeaPot with tap-to-pour tilt animation"

Task 5: GardenParty scene

Files:

  • Create: scenes/rooms/home/GardenParty.tscn

  • Step 1: Create the scene file

scenes/rooms/home/GardenParty.tscn:

[gd_scene load_steps=4 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"]

[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="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
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
git add scenes/main/Main.tscn
git commit -m "feat(main): integrate Home/GardenParty below Floor0 with bidirectional navigation"