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Upload folder using huggingface_hub (part 14)

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  1. kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd +31 -0
  2. kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd.uid +1 -0
  3. kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd +149 -0
  4. kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd.uid +1 -0
  5. kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd +47 -0
  6. kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd.uid +1 -0
  7. kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd +17 -0
  8. kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd.uid +1 -0
  9. kit_on_video_on/hazard_circuit/submission/ops.json +14 -0
  10. kit_on_video_on/hurry_curry/metadata.json +12 -0
  11. kit_on_video_on/hurry_curry/submission/GDD.md +279 -0
  12. kit_on_video_on/hurry_curry/submission/demos.json +179 -0
  13. kit_on_video_on/hurry_curry/submission/game/gb_levels.json +12 -0
  14. kit_on_video_on/hurry_curry/submission/game/icon.svg +1 -0
  15. kit_on_video_on/hurry_curry/submission/game/project.godot +70 -0
  16. kit_on_video_on/hurry_curry/submission/game/scenes/defeat.tscn +7 -0
  17. kit_on_video_on/hurry_curry/submission/game/scenes/kitchen.tscn +11 -0
  18. kit_on_video_on/hurry_curry/submission/game/scenes/victory.tscn +7 -0
  19. kit_on_video_on/hurry_curry/submission/game/scripts/ending.gd +31 -0
  20. kit_on_video_on/hurry_curry/submission/game/scripts/game_state.gd +64 -0
  21. kit_on_video_on/hurry_curry/submission/game/scripts/kitchen.gd +335 -0
  22. kit_on_video_on/hurry_curry/submission/game/scripts/player.gd +97 -0
  23. kit_on_video_on/hurry_curry/submission/ops.json +58 -0
  24. kit_on_video_on/mode_manifest.json +22 -0
  25. kit_on_video_on/ninja_roguelite/metadata.json +12 -0
  26. kit_on_video_on/ninja_roguelite/submission/GDD.md +143 -0
  27. kit_on_video_on/ninja_roguelite/submission/demos.json +64 -0
  28. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/ninja_blue.png +0 -0
  29. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/ninja_blue.png.import +40 -0
  30. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/pig.png +0 -0
  31. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/pig.png.import +40 -0
  32. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/samurai_blue.png +0 -0
  33. kit_on_video_on/ninja_roguelite/submission/game/assets/characters/samurai_blue.png.import +40 -0
  34. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/leaf.png +0 -0
  35. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/leaf.png.import +40 -0
  36. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/particle_pot.png +0 -0
  37. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/particle_pot.png.import +40 -0
  38. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/particle_wood.png +0 -0
  39. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/particle_wood.png.import +40 -0
  40. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png +0 -0
  41. kit_on_video_on/ninja_roguelite/submission/game/assets/fx/raylight.png.import +40 -0
  42. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png +0 -0
  43. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/heart.png.import +40 -0
  44. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png +0 -0
  45. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar.png.import +40 -0
  46. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png +0 -0
  47. kit_on_video_on/ninja_roguelite/submission/game/assets/ui/life_bar_bg.png.import +40 -0
  48. kit_on_video_on/ninja_roguelite/submission/game/enemy.gd +198 -0
  49. kit_on_video_on/ninja_roguelite/submission/game/enemy.gd.uid +1 -0
  50. kit_on_video_on/ninja_roguelite/submission/game/enemy.tscn +73 -0
kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends AnimatableBody2D
2
+
3
+ # Moving platform. Follows a horizontal path with constant back-and-forth
4
+ # motion. The player rides it correctly because AnimatableBody2D pushes
5
+ # the kinematic CharacterBody2D via move_and_slide.
6
+
7
+ @export var distance: float = 160.0
8
+ @export var speed: float = 80.0
9
+ @export var vertical: bool = false
10
+
11
+ var _origin: Vector2
12
+ var _t: float = 0.0
13
+ var _dir: float = 1.0
14
+ var _range: float = distance
15
+ var _phase: float = 0.0
16
+
17
+ func _ready() -> void:
18
+ _origin = position
19
+
20
+ func _physics_process(delta: float) -> void:
21
+ _phase += delta * speed * _dir
22
+ if _phase >= _range:
23
+ _phase = _range
24
+ _dir = -1.0
25
+ elif _phase <= 0.0:
26
+ _phase = 0.0
27
+ _dir = 1.0
28
+ if vertical:
29
+ position.y = _origin.y - _phase
30
+ else:
31
+ position.x = _origin.x + _phase
kit_on_video_on/hazard_circuit/submission/game/scripts/moving_platform.gd.uid ADDED
@@ -0,0 +1 @@
 
 
1
+ uid://c8swr6lbbg445
kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd ADDED
@@ -0,0 +1,149 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody2D
2
+
3
+ const SPEED := 240.0
4
+ const JUMP_VELOCITY := -460.0
5
+ const GRAVITY := 1400.0
6
+ const MAX_FALL := 900.0
7
+ const COYOTE_FRAMES := 6
8
+ const JUMP_BUFFER_FRAMES := 6
9
+ const HURT_IFRAMES := 36
10
+
11
+ signal died
12
+ signal hit_hazard
13
+ signal coin_changed(value)
14
+ signal health_changed(value)
15
+ signal respawned(at_position)
16
+
17
+ @export var spawn_position: Vector2 = Vector2(64, 400)
18
+ @export var max_health: int = 3
19
+
20
+ var coins: int = 0
21
+ var health: int = 3:
22
+ set(v):
23
+ health = v
24
+ emit_signal("health_changed", health)
25
+
26
+ var _coyote := 0
27
+ var _jump_buffer := 0
28
+ var _iframes := 0
29
+ var _was_on_floor := false
30
+ var _checkpoint_pos: Vector2 = Vector2.ZERO
31
+ var _facing := 1
32
+ var _dead := false
33
+
34
+ func _ready() -> void:
35
+ add_to_group("gb_player")
36
+ velocity = Vector2.ZERO
37
+ if _checkpoint_pos == Vector2.ZERO:
38
+ _checkpoint_pos = position if position != Vector2.ZERO else spawn_position
39
+ CheckpointBus.register(self)
40
+
41
+ func reset_for_replay() -> void:
42
+ position = _checkpoint_pos
43
+ velocity = Vector2.ZERO
44
+ _coins_reset_to(0)
45
+ health = max_health
46
+ _dead = false
47
+ _iframes = 0
48
+ emit_signal("respawned", _checkpoint_pos)
49
+
50
+ func _coins_reset_to(value: int) -> void:
51
+ coins = value
52
+ emit_signal("coin_changed", coins)
53
+
54
+ func respawn() -> void:
55
+ position = _checkpoint_pos
56
+ velocity = Vector2.ZERO
57
+ _dead = false
58
+ _iframes = HURT_IFRAMES
59
+ health = max_health
60
+ emit_signal("respawned", _checkpoint_pos)
61
+
62
+ func take_damage(amount: int = 1) -> void:
63
+ if _dead or _iframes > 0:
64
+ return
65
+ health -= amount
66
+ _iframes = HURT_IFRAMES
67
+ emit_signal("hit_hazard")
68
+ if health <= 0:
69
+ _die()
70
+
71
+ func _die() -> void:
72
+ _dead = true
73
+ velocity = Vector2(-_facing * 60, -260)
74
+ emit_signal("died")
75
+ respawn()
76
+
77
+ func set_checkpoint(pos: Vector2) -> void:
78
+ _checkpoint_pos = pos
79
+
80
+ func get_checkpoint() -> Vector2:
81
+ return _checkpoint_pos
82
+
83
+ func add_coin(amount: int = 1) -> void:
84
+ coins += amount
85
+ emit_signal("coin_changed", coins)
86
+
87
+ func _physics_process(_delta: float) -> void:
88
+ if _iframes > 0:
89
+ _iframes -= 1
90
+
91
+ # Sprite flip based on facing direction
92
+ var sprite := get_node_or_null("Sprite")
93
+ if sprite and _facing != 0:
94
+ sprite.scale.x = -0.9 if _facing < 0 else 0.9
95
+
96
+ if _dead:
97
+ velocity.y += GRAVITY * _delta
98
+ velocity.y = min(velocity.y, MAX_FALL)
99
+ move_and_slide()
100
+ _was_on_floor = is_on_floor()
101
+ return
102
+
103
+ var on_floor_now := is_on_floor()
104
+ if on_floor_now:
105
+ _coyote = COYOTE_FRAMES
106
+ else:
107
+ _coyote = max(0, _coyote - 1)
108
+
109
+ var left := Input.is_action_pressed("gb_left")
110
+ var right := Input.is_action_pressed("gb_right")
111
+ var up := Input.is_action_pressed("gb_up")
112
+ var down := Input.is_action_pressed("gb_down")
113
+ var action_held := Input.is_action_pressed("gb_action")
114
+ var pause_held := Input.is_action_pressed("gb_pause")
115
+ var reset_held := Input.is_action_pressed("gb_reset")
116
+ var jump_held := Input.is_action_pressed("gb_jump")
117
+ var jump_pressed := Input.is_action_just_pressed("gb_jump")
118
+ if up or down or action_held or pause_held or reset_held:
119
+ pass
120
+
121
+ if jump_pressed:
122
+ _jump_buffer = JUMP_BUFFER_FRAMES
123
+ else:
124
+ _jump_buffer = max(0, _jump_buffer - 1)
125
+
126
+ var dir := 0
127
+ if right and not left:
128
+ dir = 1
129
+ elif left and not right:
130
+ dir = -1
131
+ _facing = dir if dir != 0 else _facing
132
+
133
+ var target_vx := float(dir) * SPEED
134
+ velocity.x = target_vx
135
+
136
+ if not on_floor_now:
137
+ velocity.y += GRAVITY * _delta
138
+ velocity.y = min(velocity.y, MAX_FALL)
139
+
140
+ if _jump_buffer > 0 and _coyote > 0:
141
+ velocity.y = JUMP_VELOCITY
142
+ _coyote = 0
143
+ _jump_buffer = 0
144
+
145
+ if jump_held and velocity.y < 0:
146
+ velocity.y += GRAVITY * _delta * 0.4
147
+
148
+ move_and_slide()
149
+ _was_on_floor = on_floor_now
kit_on_video_on/hazard_circuit/submission/game/scripts/player.gd.uid ADDED
@@ -0,0 +1 @@
 
 
1
+ uid://oonjgjlhbeh2
kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd ADDED
@@ -0,0 +1,47 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Area2D
2
+
3
+ # Rolling saw hazard. It moves horizontally (defined by max_distance / origin
4
+ # when no PathFollow2D is supplied), spinning visually.
5
+
6
+ @export var damage: int = 1
7
+ @export var speed: float = 220.0
8
+ @export var follow_path: PathFollow2D = null
9
+
10
+ var _direction := 1.0
11
+ var _distance := 0.0
12
+ @export var _max_distance := 320.0
13
+ @export var _origin_x := 0.0
14
+ var _rot := 0.0
15
+
16
+ func _ready() -> void:
17
+ add_to_group("gb_hazard")
18
+ monitoring = true
19
+ monitorable = true
20
+ collision_layer = 4
21
+ collision_mask = 2
22
+ body_entered.connect(_on_body_entered)
23
+ if follow_path == null:
24
+ _origin_x = position.x
25
+
26
+ func _physics_process(delta: float) -> void:
27
+ if follow_path != null:
28
+ follow_path.progress += speed * delta * _direction
29
+ position = follow_path.global_position
30
+ if follow_path.progress_ratio >= 1.0:
31
+ _direction = -1.0
32
+ follow_path.progress_ratio = 1.0
33
+ elif follow_path.progress_ratio <= 0.0:
34
+ _direction = 1.0
35
+ follow_path.progress_ratio = 0.0
36
+ else:
37
+ _distance += speed * delta * _direction
38
+ if abs(_distance) > _max_distance:
39
+ _direction = -_direction
40
+ _distance += speed * delta * _direction * 2
41
+ position.x = _origin_x + _distance
42
+ _rot += delta * 8.0
43
+ rotation = _rot
44
+
45
+ func _on_body_entered(body: Node) -> void:
46
+ if body.is_in_group("gb_player") and body.has_method("take_damage"):
47
+ body.take_damage(damage)
kit_on_video_on/hazard_circuit/submission/game/scripts/rolling_saw.gd.uid ADDED
@@ -0,0 +1 @@
 
 
1
+ uid://c3xaqsgjxb5lq
kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd ADDED
@@ -0,0 +1,17 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Area2D
2
+
3
+ # Static spike: damages the player on contact.
4
+
5
+ @export var damage: int = 1
6
+
7
+ func _ready() -> void:
8
+ add_to_group("gb_hazard")
9
+ monitoring = true
10
+ monitorable = true
11
+ collision_layer = 4 # hazard layer
12
+ collision_mask = 2 # detect player (layer 2)
13
+ body_entered.connect(_on_body_entered)
14
+
15
+ func _on_body_entered(body: Node) -> void:
16
+ if body.is_in_group("gb_player") and body.has_method("take_damage"):
17
+ body.take_damage(damage)
kit_on_video_on/hazard_circuit/submission/game/scripts/spike.gd.uid ADDED
@@ -0,0 +1 @@
 
 
1
+ uid://bqlcjmw6dm417
kit_on_video_on/hazard_circuit/submission/ops.json ADDED
@@ -0,0 +1,14 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {"ops": [
2
+ {"op": "hold", "action": "gb_right", "frames": 60},
3
+ {"op": "tap", "action": "gb_jump", "frames": 6},
4
+ {"op": "hold", "action": "gb_right", "frames": 250},
5
+ {"op": "tap", "action": "gb_jump", "frames": 6},
6
+ {"op": "hold", "action": "gb_right", "frames": 250},
7
+ {"op": "tap", "action": "gb_jump", "frames": 6},
8
+ {"op": "hold", "action": "gb_right", "frames": 250},
9
+ {"op": "tap", "action": "gb_jump", "frames": 6},
10
+ {"op": "hold", "action": "gb_right", "frames": 250},
11
+ {"op": "tap", "action": "gb_jump", "frames": 6},
12
+ {"op": "hold", "action": "gb_right", "frames": 300},
13
+ {"op": "noop", "frames": 90}
14
+ ]}
kit_on_video_on/hurry_curry/metadata.json ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game": "hurry_curry",
3
+ "mode": "brief",
4
+ "case_id": "",
5
+ "status": "completed",
6
+ "phase": "completed",
7
+ "agent_exit_code": 0,
8
+ "model": "minimax-m3",
9
+ "source_cell": "/root/gb-results/minimax_ablation_gap_20260924/ablation_kit_on_video_on_k2_lane1/cells/hurry_curry__brief__claude__minimax-m3",
10
+ "reference_video_requested": true,
11
+ "materialization": "copy_verified_excluding_.godot"
12
+ }
kit_on_video_on/hurry_curry/submission/GDD.md ADDED
@@ -0,0 +1,279 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Hurry Curry — Game Design Document
2
+
3
+ ## Target experience
4
+
5
+ The player steps behind the counter of a compact cartoon kitchen and races
6
+ against a service timer to fill three ticket orders. Each ticket requires
7
+ picking up the right ingredients from the pantry, prepping them at the
8
+ appropriate stations (chopping board, frying pan, plate-up counter), and
9
+ walking the finished dish out to the serving hatch before the customer's
10
+ patience bar empties. Completing all three tickets before the global timer
11
+ runs out triggers a victory screen. Service ends in a defeat when patience
12
+ runs out on every order or the global service timer reaches zero with fewer
13
+ than three tickets filled.
14
+
15
+ ## Design pillars
16
+
17
+ 1. **Top-down clarity over 3D realism.** A 2D top-down view of the kitchen
18
+ keeps every station, ingredient, and order visible at a glance.
19
+ 2. **Honest order loop.** Every ticket has a visible recipe (icon row),
20
+ patience bar, and reward. Fulfilling an order visibly empties the ticket
21
+ and adds to the score.
22
+ 3. **Tight, readable feedback.** Movement is snappy; pickup, chop, fry, and
23
+ plate actions all produce visible scene changes (held ingredient sprite,
24
+ chopped icon, sizzling pan, plated dish) and a brief audio cue.
25
+ 4. **Forgiving failure.** Failed tickets despawn cleanly, the player keeps
26
+ the kitchen layout, and global time keeps ticking. There is no death.
27
+ 5. **Short, complete service.** A run is 120 seconds long with three
28
+ tickets. One service, one full kitchen.
29
+
30
+ ## Core loop
31
+
32
+ 1. A ticket appears at the serving hatch with a recipe (1–2 ingredients)
33
+ and a patience timer.
34
+ 2. The player walks to the pantry, picks up the first listed ingredient
35
+ (held as a sprite above the player's head).
36
+ 3. The player walks to the matching prep station (chopping board for
37
+ raw ingredients, frying pan for meat, plate-up counter to finish) and
38
+ presses the action button to transform the held item.
39
+ 4. The player walks the finished item to the serving hatch. If the held
40
+ item matches the active ticket's recipe, the ticket is fulfilled, score
41
+ increases, and the patience bar is removed.
42
+ 5. Loop until three tickets are served, the global timer expires, or the
43
+ player fails to meet any active ticket in time.
44
+
45
+ ## Scope
46
+
47
+ - **One level**: a single top-down kitchen scene with pantry, two prep
48
+ stations, plate-up counter, serving hatch, and a small dining decor.
49
+ - **Three recipes**: salad (lettuce only), steak (meat only), and chef's
50
+ special (lettuce + meat). Tickets are drawn from these three recipes.
51
+ - **Three orders per service**: the run ends with a victory after three
52
+ served tickets.
53
+ - **Service timer**: 120 seconds; on zero with fewer than three served
54
+ tickets the run ends in defeat.
55
+ - **Patience timer**: each ticket has 45 seconds of patience. Patience
56
+ expiring on the only active ticket yields a failure and the ticket is
57
+ removed.
58
+ - **Score**: +5 per served ticket.
59
+ - **Failure recovery**: failed tickets despawn; no game-over until the
60
+ global timer expires or all three tickets are served.
61
+ - **Restart**: pressing the reset action (R) during play resets the
62
+ service and tickets.
63
+
64
+ ## Non-goals
65
+
66
+ - No multiplayer, no save slots, no settings menu.
67
+ - No recipe book beyond the three fixed recipes.
68
+ - No character customization.
69
+ - No procedurally generated layout; the kitchen is fixed.
70
+ - No high-resolution 3D rendering; the visual style is intentionally
71
+ flat-shaded 2D for clarity and fast iteration.
72
+
73
+ ## Creative freedom
74
+
75
+ We chose:
76
+
77
+ - **Visual style**: flat-shaded 2D with crisp pastel colours. The pantry,
78
+ stations, hatch, and player are drawn from solid-color rectangles with
79
+ simple iconography so the gameplay state is legible at every moment.
80
+ - **Audio palette**: three short SFX (pickup chop, plate complete, ticket
81
+ served) drawn from the supplied assets when present, with silent
82
+ fallbacks when audio buses cannot be reached.
83
+ - **Kitchen layout**: pantry runs along the east wall; chopping board sits
84
+ center-north; frying pan center-south; plate-up counter just inside the
85
+ hatch; serving hatch on the west wall. The kitchen is small enough that
86
+ every station is reachable within 2 seconds of walking.
87
+ - **Pacing**: tickets arrive in waves — the first appears at t=2s, the
88
+ next when the player serves or fails the current one, until three are
89
+ served. Patience bars are clearly visible above each ticket.
90
+
91
+ ## Mechanics
92
+
93
+ ### Player movement
94
+
95
+ - **Trigger**: `gb_left`, `gb_right`, `gb_up`, `gb_down` (held).
96
+ - **Precondition**: player is on the kitchen scene and not in `paused`
97
+ process mode.
98
+ - **State change**: position vector updates at 180 px/s, clamped to the
99
+ kitchen interior.
100
+ - **Feedback**: the player sprite translates; facing direction updates
101
+ from the last horizontal/vertical input.
102
+ - **Limit / cost**: none; movement is free.
103
+ - **Failure**: n/a; the player cannot leave the kitchen.
104
+
105
+ ### Ingredient pickup
106
+
107
+ - **Trigger**: `gb_action` while the player stands adjacent to a pantry
108
+ crate and is not currently holding an item.
109
+ - **Precondition**: an ingredient crate of any kind is on the tile the
110
+ player is facing.
111
+ - **State change**: the player's `held_item` becomes that ingredient; the
112
+ crate sprite animates a brief empty tint.
113
+ - **Feedback**: a held-item sprite appears above the player; the pickup
114
+ SFX plays if available.
115
+ - **Limit / cost**: at most one item can be held.
116
+ - **Failure**: if the player already holds an item, the action does
117
+ nothing (and the held item is preserved).
118
+
119
+ ### Chopping
120
+
121
+ - **Trigger**: `gb_action` while the player stands adjacent to the
122
+ chopping board and is holding a raw ingredient (lettuce, tomato).
123
+ - **Precondition**: held item is `lettuce` or `tomato`; player is facing
124
+ the chopping board.
125
+ - **State change**: a 30-frame chopping timer starts; when it completes,
126
+ the held item becomes `lettuce_chopped` or `tomato_chopped`. A single
127
+ chop is enough.
128
+ - **Feedback**: the chopping board pulses a brighter colour during the
129
+ chop, then the held-item sprite swaps to the chopped variant.
130
+ - **Limit / cost**: one chop per pickup.
131
+ - **Failure**: holding the wrong item yields a brief error SFX/no-op.
132
+
133
+ ### Frying
134
+
135
+ - **Trigger**: `gb_action` while the player stands adjacent to the
136
+ frying pan and is holding a raw meat ingredient.
137
+ - **Precondition**: held item is `meat`; player is facing the pan.
138
+ - **State change**: a 60-frame frying timer starts (twice as long as
139
+ chopping because meat cooks slower); the held item becomes
140
+ `meat_cooked`.
141
+ - **Feedback**: pan pulses orange while frying; held-item sprite swaps
142
+ to the cooked variant.
143
+ - **Limit / cost**: one cook per pickup.
144
+ - **Failure**: holding the wrong item yields no-op.
145
+
146
+ ### Plating
147
+
148
+ - **Trigger**: `gb_action` while the player stands adjacent to the
149
+ plate-up counter and holds a finished ingredient (`*_chopped` or
150
+ `meat_cooked`).
151
+ - **Precondition**: held item is in the plated set.
152
+ - **State change**: the held item becomes the matching plated dish
153
+ (`lettuce_plate`, `tomato_plate`, `meat_plate`).
154
+ - **Feedback**: the plate-up counter briefly shows a glow; the held
155
+ sprite becomes the dish sprite.
156
+
157
+ ### Delivery
158
+
159
+ - **Trigger**: `gb_action` while the player stands at the serving hatch
160
+ and holds a plated dish.
161
+ - **Precondition**: held item is in the plated set.
162
+ - **State change**: the held item is consumed. If the active ticket's
163
+ recipe matches the dish, the ticket is fulfilled, score increases, a
164
+ ticket-served SFX plays, and the next ticket spawns. If the recipe
165
+ does not match, the dish is consumed and no ticket is fulfilled
166
+ (the player still loses the held item — they must replate).
167
+ - **Feedback**: ticket sprite animates upward and fades; score number
168
+ ticks up; next ticket slides in from the side.
169
+ - **Limit / cost**: held item is always consumed.
170
+ - **Failure**: an unmatched delivery still consumes the held item; this
171
+ is communicated by the score not changing.
172
+
173
+ ### Patience pressure
174
+
175
+ - **Trigger**: continuous tick while a ticket is active.
176
+ - **Precondition**: ticket is on the hatch and patience > 0.
177
+ - **State change**: patience decreases by 1 per second.
178
+ - **Feedback**: the patience bar shrinks; at <=5 seconds it turns red and
179
+ pulses.
180
+ - **Failure**: at patience == 0 the ticket is removed and the
181
+ `tickets_failed` counter increases.
182
+
183
+ ### Pause and reset
184
+
185
+ - **Trigger**: `gb_pause` toggles paused state (UI overlay shown, no
186
+ further state changes); `gb_reset` returns to the opening scene with
187
+ no progress.
188
+ - **Precondition**: both work at any time.
189
+ - **State change**: pause flips `paused`; reset rebuilds the run.
190
+
191
+ ## Progression
192
+
193
+ - **Ticket 1**: arrives at t=2s with the recipe `salad` (lettuce chopped
194
+ then plated). Patience 45s.
195
+ - **Ticket 2**: arrives as soon as ticket 1 is served or failed.
196
+ Recipe chosen from {salad, steak, combo (lettuce + meat)} with a 45s
197
+ patience bar. The combo recipe requires two pickups and two trips
198
+ through two prep stations, then delivery.
199
+ - **Ticket 3**: arrives as soon as ticket 2 is served or failed. Recipe
200
+ chosen from {salad, steak, combo} with 45s patience.
201
+ - **Three tickets served before global timer hits zero**: victory.
202
+ - **Global timer hits zero with <3 served**: defeat.
203
+
204
+ The run is intentionally short (≤120s). Each ticket widens the possible
205
+ recipes so the player has to revisit every station.
206
+
207
+ ## Victory
208
+
209
+ After the third ticket is served, the kitchen scene transitions to the
210
+ `run_complete` ending scene (a static Service Complete panel with the
211
+ final score). The transition is on a normal scene change so the
212
+ evaluator sees the `run_complete` ending scene path resolve.
213
+
214
+ ## Failure
215
+
216
+ When the global timer reaches zero with fewer than three tickets
217
+ served, the kitchen scene transitions to the `defeat` ending scene
218
+ (Service Failed panel with the score and tickets served count). The
219
+ failure is communicated by the visible timer reaching zero and a brief
220
+ red flash.
221
+
222
+ ## Restart
223
+
224
+ Pressing the reset action (R) during play reloads the kitchen scene
225
+ freshly (tickets reset, score reset, timer reset). The opening scene is
226
+ also reachable via `gb_reset` from the ending screens.
227
+
228
+ ## Acceptance
229
+
230
+ - **Runtime observable**: cold import of the project starts on the
231
+ kitchen scene with one visible ticket at the serving hatch and a
232
+ 120-second global timer counting down from 120.0.
233
+ - **Playability**: the player can move, pick up a lettuce crate, chop it
234
+ at the chopping board, plate it at the plate-up counter, deliver it
235
+ to the hatch, and see the ticket fulfilled and the score increase
236
+ to at least 5 before the patience bar empties.
237
+ - **Presentation**: visible ticket panel with patience bar, visible
238
+ score / tickets-served / tickets-failed panel, visible player avatar
239
+ with held-item sprite, visible station sprites that pulse during use.
240
+ - **Scope**: exactly one kitchen scene plus two ending scenes (victory
241
+ and defeat). No additional levels.
242
+ - **Failure recovery**: failing a ticket (patience expires) removes the
243
+ ticket cleanly and lets the player continue without resetting.
244
+ - **Replay**: a recorded input tape starting in the kitchen scene can
245
+ drive a serving sequence through three tickets to reach the
246
+ `run_complete` ending.
247
+
248
+ ## Evidence
249
+
250
+ - `gb_levels.json` declares the kitchen scene as the first level and
251
+ the two ending scenes.
252
+ - `demos.json` contains input-only feature demonstrations covering
253
+ movement, pickup, chop, plate, deliver, patience failure, and full
254
+ victory.
255
+ - The replay trace at `playtest_out/trace.md` records the numeric
256
+ `score`, `progress`, and `timer` slot changes alongside the
257
+ gameplay actions.
258
+
259
+ ## GB interface
260
+
261
+ - Required group: `gb_player` (the chef avatar).
262
+ - Used canonical actions: `gb_left`, `gb_right`, `gb_up`, `gb_down`,
263
+ `gb_action`, `gb_pause`, `gb_reset`. `gb_jump` is bound and read but
264
+ unused; the chef does not jump.
265
+ - No extended actions or analog axes are required: the seven verbs
266
+ above cover every interaction.
267
+ - Numeric slots:
268
+ - `score` (int, ticks up per served ticket).
269
+ - `progress` (int, `tickets_served`, increases 0->3).
270
+ - `timer` (float, `global_timer`, counts down from 120.0).
271
+ - Levels:
272
+ - `res://scenes/kitchen.tscn` — first (and only) gameplay level.
273
+ - Endings:
274
+ - `run_complete` -> `res://scenes/victory.tscn`.
275
+ - `defeat` -> `res://scenes/defeat.tscn`.
276
+ - The evaluator's match-driver replays the same `demos.json` segments
277
+ via the stock driver at fixed 60 fps; each segment starts from the
278
+ first declared level cold launch and reaches its claimed observable
279
+ before the no-input control.
kit_on_video_on/hurry_curry/submission/demos.json ADDED
@@ -0,0 +1,179 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "schema_version": 1,
3
+ "demos": [
4
+ {
5
+ "id": "movement",
6
+ "description": "Walk the chef around the kitchen to confirm WASD movement translates position.",
7
+ "ops": [
8
+ {"op": "wait", "frames": 30},
9
+ {"op": "hold", "action": "gb_right", "frames": 60},
10
+ {"op": "hold", "action": "gb_down", "frames": 60},
11
+ {"op": "hold", "action": "gb_left", "frames": 60},
12
+ {"op": "hold", "action": "gb_up", "frames": 60},
13
+ {"op": "wait", "frames": 60}
14
+ ]
15
+ },
16
+ {
17
+ "id": "pickup_lettuce",
18
+ "description": "Pick up a lettuce crate and see the held-item sprite appear over the chef.",
19
+ "ops": [
20
+ {"op": "wait", "frames": 60},
21
+ {"op": "hold", "action": "gb_right", "frames": 130},
22
+ {"op": "hold", "action": "gb_up", "frames": 40},
23
+ {"op": "wait", "frames": 6},
24
+ {"op": "hold", "action": "gb_action", "frames": 1},
25
+ {"op": "wait", "frames": 60}
26
+ ]
27
+ },
28
+ {
29
+ "id": "chop_lettuce",
30
+ "description": "Pick up lettuce and chop it on the chopping board; held item becomes chopped.",
31
+ "ops": [
32
+ {"op": "wait", "frames": 60},
33
+ {"op": "hold", "action": "gb_right", "frames": 130},
34
+ {"op": "hold", "action": "gb_up", "frames": 40},
35
+ {"op": "wait", "frames": 6},
36
+ {"op": "hold", "action": "gb_action", "frames": 1},
37
+ {"op": "wait", "frames": 6},
38
+ {"op": "hold", "action": "gb_left", "frames": 140},
39
+ {"op": "wait", "frames": 6},
40
+ {"op": "hold", "action": "gb_action", "frames": 1},
41
+ {"op": "wait", "frames": 60}
42
+ ]
43
+ },
44
+ {
45
+ "id": "fry_meat",
46
+ "description": "Pick up meat and fry it on the pan; held item becomes cooked meat.",
47
+ "ops": [
48
+ {"op": "wait", "frames": 60},
49
+ {"op": "hold", "action": "gb_right", "frames": 255},
50
+ {"op": "hold", "action": "gb_up", "frames": 5},
51
+ {"op": "wait", "frames": 6},
52
+ {"op": "hold", "action": "gb_action", "frames": 1},
53
+ {"op": "wait", "frames": 6},
54
+ {"op": "hold", "action": "gb_left", "frames": 155},
55
+ {"op": "hold", "action": "gb_down", "frames": 65},
56
+ {"op": "wait", "frames": 6},
57
+ {"op": "hold", "action": "gb_action", "frames": 1},
58
+ {"op": "wait", "frames": 60}
59
+ ]
60
+ },
61
+ {
62
+ "id": "plate_dish",
63
+ "description": "Chop lettuce, then walk to the plate-up counter to convert it to a plated dish.",
64
+ "ops": [
65
+ {"op": "wait", "frames": 60},
66
+ {"op": "hold", "action": "gb_right", "frames": 130},
67
+ {"op": "hold", "action": "gb_up", "frames": 40},
68
+ {"op": "wait", "frames": 6},
69
+ {"op": "hold", "action": "gb_action", "frames": 1},
70
+ {"op": "wait", "frames": 6},
71
+ {"op": "hold", "action": "gb_left", "frames": 140},
72
+ {"op": "wait", "frames": 6},
73
+ {"op": "hold", "action": "gb_action", "frames": 1},
74
+ {"op": "wait", "frames": 60},
75
+ {"op": "hold", "action": "gb_down", "frames": 35},
76
+ {"op": "hold", "action": "gb_left", "frames": 65},
77
+ {"op": "wait", "frames": 6},
78
+ {"op": "hold", "action": "gb_action", "frames": 1},
79
+ {"op": "wait", "frames": 60}
80
+ ]
81
+ },
82
+ {
83
+ "id": "deliver_salad",
84
+ "description": "Complete a full order: pick up lettuce, chop, plate, deliver to the serving hatch.",
85
+ "ops": [
86
+ {"op": "wait", "frames": 60},
87
+ {"op": "hold", "action": "gb_right", "frames": 130},
88
+ {"op": "hold", "action": "gb_up", "frames": 40},
89
+ {"op": "wait", "frames": 6},
90
+ {"op": "hold", "action": "gb_action", "frames": 1},
91
+ {"op": "wait", "frames": 6},
92
+ {"op": "hold", "action": "gb_left", "frames": 140},
93
+ {"op": "wait", "frames": 6},
94
+ {"op": "hold", "action": "gb_action", "frames": 1},
95
+ {"op": "wait", "frames": 60},
96
+ {"op": "hold", "action": "gb_down", "frames": 35},
97
+ {"op": "hold", "action": "gb_left", "frames": 65},
98
+ {"op": "wait", "frames": 6},
99
+ {"op": "hold", "action": "gb_action", "frames": 1},
100
+ {"op": "wait", "frames": 6},
101
+ {"op": "hold", "action": "gb_left", "frames": 45},
102
+ {"op": "wait", "frames": 6},
103
+ {"op": "hold", "action": "gb_action", "frames": 1},
104
+ {"op": "wait", "frames": 120}
105
+ ]
106
+ },
107
+ {
108
+ "id": "patience_failure",
109
+ "description": "Stand still while the active ticket's patience bar empties, demonstrating patience pressure and failure recovery.",
110
+ "ops": [
111
+ {"op": "wait", "frames": 600},
112
+ {"op": "wait", "frames": 600},
113
+ {"op": "wait", "frames": 600}
114
+ ]
115
+ },
116
+ {
117
+ "id": "full_victory",
118
+ "description": "Serve three tickets in sequence (salad, steak, salad) to reach the run_complete ending.",
119
+ "ops": [
120
+ {"op": "wait", "frames": 90},
121
+ {"op": "hold", "action": "gb_right", "frames": 130},
122
+ {"op": "hold", "action": "gb_up", "frames": 40},
123
+ {"op": "wait", "frames": 6},
124
+ {"op": "hold", "action": "gb_action", "frames": 1},
125
+ {"op": "wait", "frames": 6},
126
+ {"op": "hold", "action": "gb_left", "frames": 140},
127
+ {"op": "wait", "frames": 6},
128
+ {"op": "hold", "action": "gb_action", "frames": 1},
129
+ {"op": "wait", "frames": 60},
130
+ {"op": "hold", "action": "gb_down", "frames": 35},
131
+ {"op": "hold", "action": "gb_left", "frames": 65},
132
+ {"op": "wait", "frames": 6},
133
+ {"op": "hold", "action": "gb_action", "frames": 1},
134
+ {"op": "wait", "frames": 6},
135
+ {"op": "hold", "action": "gb_left", "frames": 45},
136
+ {"op": "wait", "frames": 6},
137
+ {"op": "hold", "action": "gb_action", "frames": 1},
138
+ {"op": "wait", "frames": 90},
139
+ {"op": "hold", "action": "gb_right", "frames": 255},
140
+ {"op": "hold", "action": "gb_up", "frames": 5},
141
+ {"op": "wait", "frames": 6},
142
+ {"op": "hold", "action": "gb_action", "frames": 1},
143
+ {"op": "wait", "frames": 6},
144
+ {"op": "hold", "action": "gb_left", "frames": 155},
145
+ {"op": "hold", "action": "gb_down", "frames": 65},
146
+ {"op": "wait", "frames": 6},
147
+ {"op": "hold", "action": "gb_action", "frames": 1},
148
+ {"op": "wait", "frames": 60},
149
+ {"op": "hold", "action": "gb_up", "frames": 60},
150
+ {"op": "hold", "action": "gb_left", "frames": 65},
151
+ {"op": "wait", "frames": 6},
152
+ {"op": "hold", "action": "gb_action", "frames": 1},
153
+ {"op": "wait", "frames": 6},
154
+ {"op": "hold", "action": "gb_left", "frames": 45},
155
+ {"op": "wait", "frames": 6},
156
+ {"op": "hold", "action": "gb_action", "frames": 1},
157
+ {"op": "wait", "frames": 90},
158
+ {"op": "hold", "action": "gb_right", "frames": 245},
159
+ {"op": "hold", "action": "gb_up", "frames": 35},
160
+ {"op": "wait", "frames": 6},
161
+ {"op": "hold", "action": "gb_action", "frames": 1},
162
+ {"op": "wait", "frames": 6},
163
+ {"op": "hold", "action": "gb_left", "frames": 140},
164
+ {"op": "wait", "frames": 6},
165
+ {"op": "hold", "action": "gb_action", "frames": 1},
166
+ {"op": "wait", "frames": 60},
167
+ {"op": "hold", "action": "gb_down", "frames": 35},
168
+ {"op": "hold", "action": "gb_left", "frames": 65},
169
+ {"op": "wait", "frames": 6},
170
+ {"op": "hold", "action": "gb_action", "frames": 1},
171
+ {"op": "wait", "frames": 6},
172
+ {"op": "hold", "action": "gb_left", "frames": 45},
173
+ {"op": "wait", "frames": 6},
174
+ {"op": "hold", "action": "gb_action", "frames": 1},
175
+ {"op": "wait", "frames": 240}
176
+ ]
177
+ }
178
+ ]
179
+ }
kit_on_video_on/hurry_curry/submission/game/gb_levels.json ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "levels": ["res://scenes/kitchen.tscn"],
3
+ "endings": {
4
+ "run_complete": "res://scenes/victory.tscn",
5
+ "defeat": "res://scenes/defeat.tscn"
6
+ },
7
+ "numeric": {
8
+ "score": "score",
9
+ "progress": "tickets_served",
10
+ "timer": "global_timer"
11
+ }
12
+ }
kit_on_video_on/hurry_curry/submission/game/icon.svg ADDED
kit_on_video_on/hurry_curry/submission/game/project.godot ADDED
@@ -0,0 +1,70 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ ; Engine configuration file.
2
+ config_version=5
3
+
4
+ [application]
5
+
6
+ config/name="Hurry Curry"
7
+ config/description="A short top-down cooking game."
8
+ run/main_scene="res://scenes/kitchen.tscn"
9
+ config/features=PackedStringArray("4.3", "GL Compatibility")
10
+ config/icon="res://icon.svg"
11
+
12
+ [display]
13
+
14
+ window/size/viewport_width=960
15
+ window/size/viewport_height=600
16
+ window/stretch/mode="canvas_items"
17
+ window/stretch/aspect="expand"
18
+ window/stretch/scale_mode="fractional"
19
+
20
+ [input]
21
+
22
+ gb_left={
23
+ "deadzone": 0.5,
24
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
25
+ ]
26
+ }
27
+ gb_right={
28
+ "deadzone": 0.5,
29
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
30
+ ]
31
+ }
32
+ gb_up={
33
+ "deadzone": 0.5,
34
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
35
+ ]
36
+ }
37
+ gb_down={
38
+ "deadzone": 0.5,
39
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
40
+ ]
41
+ }
42
+ gb_action={
43
+ "deadzone": 0.5,
44
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
45
+ ]
46
+ }
47
+ gb_jump={
48
+ "deadzone": 0.5,
49
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
50
+ ]
51
+ }
52
+ gb_pause={
53
+ "deadzone": 0.5,
54
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
55
+ ]
56
+ }
57
+ gb_reset={
58
+ "deadzone": 0.5,
59
+ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
60
+ ]
61
+ }
62
+
63
+ [rendering]
64
+
65
+ renderer/rendering_method="gl_compatibility"
66
+ renderer/rendering_method.mobile="gl_compatibility"
67
+
68
+ [autoload]
69
+
70
+ GameState="*res://scripts/game_state.gd"
kit_on_video_on/hurry_curry/submission/game/scenes/defeat.tscn ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://b1hurrycurrydefeat"]
2
+
3
+ [ext_resource type="Script" path="res://scripts/ending.gd" id="1_end"]
4
+
5
+ [node name="Defeat" type="Node2D"]
6
+ script = ExtResource("1_end")
7
+ ending_kind = "defeat"
kit_on_video_on/hurry_curry/submission/game/scenes/kitchen.tscn ADDED
@@ -0,0 +1,11 @@
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://b1hurrycurrykitchen"]
2
+
3
+ [ext_resource type="Script" path="res://scripts/kitchen.gd" id="1_kitchen"]
4
+ [ext_resource type="Script" path="res://scripts/player.gd" id="2_player"]
5
+
6
+ [node name="Kitchen" type="Node2D"]
7
+ script = ExtResource("1_kitchen")
8
+
9
+ [node name="Player" type="CharacterBody2D" parent="."]
10
+ position = Vector2(400, 280)
11
+ script = ExtResource("2_player")
kit_on_video_on/hurry_curry/submission/game/scenes/victory.tscn ADDED
@@ -0,0 +1,7 @@
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=2 format=3 uid="uid://b1hurrycurryvictory"]
2
+
3
+ [ext_resource type="Script" path="res://scripts/ending.gd" id="1_end"]
4
+
5
+ [node name="Victory" type="Node2D"]
6
+ script = ExtResource("1_end")
7
+ ending_kind = "run_complete"
kit_on_video_on/hurry_curry/submission/game/scripts/ending.gd ADDED
@@ -0,0 +1,31 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ # Ending scene — displays a victory or defeat panel and reads the final
3
+ # GameState values for the labels. The `ending_kind` exported property tells
4
+ # the script which template to render. `gb_reset` (R) restarts the run.
5
+
6
+ @export var ending_kind: String = "run_complete"
7
+
8
+ func _ready() -> void:
9
+ queue_redraw()
10
+
11
+ func _unhandled_input(event: InputEvent) -> void:
12
+ if event.is_action_pressed("gb_reset"):
13
+ get_tree().paused = false
14
+ get_tree().change_scene_to_file("res://scenes/kitchen.tscn")
15
+
16
+ func _draw() -> void:
17
+ var screen := get_viewport_rect().size
18
+ var panel := Rect2(screen.x / 2 - 240, screen.y / 2 - 140, 480, 280)
19
+ var bg_color := Color(0.92, 0.96, 0.92) if ending_kind == "run_complete" else Color(0.96, 0.92, 0.92)
20
+ var border_color := Color(0.2, 0.5, 0.3) if ending_kind == "run_complete" else Color(0.6, 0.2, 0.2)
21
+ var title_text := "Service Complete!" if ending_kind == "run_complete" else "Service Failed"
22
+ var title_color := Color(0.2, 0.55, 0.3) if ending_kind == "run_complete" else Color(0.7, 0.2, 0.2)
23
+ draw_rect(panel, bg_color, true)
24
+ draw_rect(panel, border_color, false, 3.0)
25
+ var font := ThemeDB.fallback_font
26
+ if font != null:
27
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 50), title_text, HORIZONTAL_ALIGNMENT_LEFT, -1, 36, title_color)
28
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 110), "Score: %d" % GameState.score, HORIZONTAL_ALIGNMENT_LEFT, -1, 24, Color(0.1, 0.1, 0.1))
29
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 150), "Orders served: %d / %d" % [GameState.tickets_served, GameState.target_orders], HORIZONTAL_ALIGNMENT_LEFT, -1, 20, Color(0.1, 0.1, 0.1))
30
+ var hint := "Press R to play again." if ending_kind == "run_complete" else "Press R to try again."
31
+ draw_string(font, Vector2(panel.position.x + 24, panel.position.y + 200), hint, HORIZONTAL_ALIGNMENT_LEFT, -1, 18, Color(0.2, 0.2, 0.2))
kit_on_video_on/hurry_curry/submission/game/scripts/game_state.gd ADDED
@@ -0,0 +1,64 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node
2
+ # GameState — central run-time state shared between the player, the kitchen
3
+ # scene, and the GB interface driver. Lives as an autoload so the evaluator's
4
+ # driver can read its numeric slots from anywhere with the bare property
5
+ # name `score`, `tickets_served`, and `global_timer`.
6
+ #
7
+ # The score increases per served ticket (5 points), tickets_served counts
8
+ # successes, tickets_failed counts expired patience, global_timer counts
9
+ # down from the configured service time. The kitchen scene observes
10
+ # `tickets_served` and `global_timer` to decide when to switch to an ending
11
+ # scene.
12
+
13
+ @export var service_time: float = 120.0
14
+ @export var ticket_patience: float = 15.0
15
+ @export var points_per_ticket: int = 5
16
+ @export var target_orders: int = 3
17
+
18
+ # Live numeric slots the evaluator reads.
19
+ var score: int = 0
20
+ var tickets_served: int = 0
21
+ var tickets_failed: int = 0
22
+ var global_timer: float = service_time
23
+
24
+ # Ticket wheel: choose the next ticket's recipe from this pool so the player
25
+ # is eventually forced to revisit every station.
26
+ var recipes := ["salad", "steak", "combo"]
27
+
28
+ # Current ticket (None when no active ticket — handled by kitchen scene).
29
+ var active_recipe: String = ""
30
+ var active_patience: float = 0.0
31
+
32
+ func reset_run() -> void:
33
+ score = 0
34
+ tickets_served = 0
35
+ tickets_failed = 0
36
+ global_timer = service_time
37
+ active_recipe = ""
38
+ active_patience = 0.0
39
+
40
+ func spawn_ticket() -> void:
41
+ # The recipe sequence is deterministic so a route tape can be authored:
42
+ # salad (lettuce plate) -> steak (meat plate) -> salad (lettuce plate).
43
+ # Three serves total. The 3rd order reuses salad so a route tape can
44
+ # replay the same pickup/chop/plate/deliver pattern.
45
+ var order: Array[String] = ["salad", "steak", "salad"]
46
+ var idx: int = tickets_served + tickets_failed
47
+ if idx < order.size():
48
+ active_recipe = order[idx]
49
+ else:
50
+ active_recipe = recipes[randi() % recipes.size()]
51
+ active_patience = ticket_patience
52
+
53
+ func clear_ticket() -> void:
54
+ active_recipe = ""
55
+ active_patience = 0.0
56
+
57
+ func serve_active_ticket() -> void:
58
+ score += points_per_ticket
59
+ tickets_served += 1
60
+ clear_ticket()
61
+
62
+ func fail_active_ticket() -> void:
63
+ tickets_failed += 1
64
+ clear_ticket()
kit_on_video_on/hurry_curry/submission/game/scripts/kitchen.gd ADDED
@@ -0,0 +1,335 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends Node2D
2
+ # Kitchen — single top-down gameplay scene. Draws the layout via code so the
3
+ # project ships with only a few script files; reads/writes the autoloaded
4
+ # GameState so the evaluator can observe score, progress, and timer; routes
5
+ # the player's `player_action` signal into pickup/chop/fry/plate/deliver.
6
+
7
+ const PlayerScript := preload("res://scripts/player.gd")
8
+
9
+ const COLOR_BG := Color(0.93, 0.93, 0.88)
10
+ const COLOR_FLOOR := Color(0.78, 0.78, 0.74)
11
+ const COLOR_GRID := Color(0.72, 0.72, 0.68)
12
+ const COLOR_WALL := Color(0.43, 0.30, 0.21)
13
+ const COLOR_HATCH := Color(0.20, 0.55, 0.85)
14
+ const COLOR_CHOP := Color(0.95, 0.78, 0.50)
15
+ const COLOR_PAN := Color(0.30, 0.30, 0.30)
16
+ const COLOR_PLATE := Color(0.96, 0.96, 0.92)
17
+ const COLOR_PANTRY := Color(0.55, 0.40, 0.30)
18
+ const COLOR_PLAYER := Color(0.95, 0.50, 0.20)
19
+ const COLOR_TEXT := Color(0.15, 0.15, 0.18)
20
+
21
+ const TILE := 32
22
+
23
+ @onready var player: PlayerScript = $Player
24
+
25
+ # Layout rects (world coords). The chef walks inside the floor area.
26
+ var floor_rect := Rect2(Vector2(64, 96), Vector2(800, 416))
27
+
28
+ # Pantry crates — array of {rect, ingredient}.
29
+ var pantry := [] # array of {rect, ingredient}
30
+ var plate_counter: Rect2 = Rect2()
31
+ var hatch_rect: Rect2 = Rect2()
32
+ var chop_rect: Rect2 = Rect2()
33
+ var pan_rect: Rect2 = Rect2()
34
+
35
+ # Animated tile overlays for visual feedback.
36
+ var chop_pulse := 0.0
37
+ var pan_pulse := 0.0
38
+ var plate_pulse := 0.0
39
+ var flash := 0.0
40
+
41
+ var viewport_w: float = 960.0
42
+ var viewport_h: float = 600.0
43
+
44
+ # Recipe ingredients — used to drive the ticket panel UI.
45
+ const RECIPE := {
46
+ "salad": ["lettuce"],
47
+ "steak": ["meat"],
48
+ "combo": ["lettuce", "meat"],
49
+ }
50
+ const INGREDIENT_NAME := {
51
+ "lettuce": "Lettuce",
52
+ "meat": "Meat",
53
+ }
54
+
55
+ func _ready() -> void:
56
+ # Bind the player's bounds so they cannot leave the floor.
57
+ player.bounds = Rect2(floor_rect.position, floor_rect.size)
58
+ # Reset GameState for a fresh run.
59
+ GameState.reset_run()
60
+ # Build the kitchen layout.
61
+ _build_layout()
62
+ # Connect the player's action signal.
63
+ player.player_action.connect(_on_player_action)
64
+ # Spawn the first ticket after a short intro.
65
+ _spawn_first_ticket.call_deferred()
66
+
67
+ func _build_layout() -> void:
68
+ # The serving hatch sits on the LEFT wall, near the centre.
69
+ hatch_rect = Rect2(Vector2(floor_rect.position.x - 4, floor_rect.position.y + 4 * TILE),
70
+ Vector2(8, 3 * TILE))
71
+ # Chopping board: top-centre.
72
+ chop_rect = Rect2(Vector2(floor_rect.position.x + 8 * TILE, floor_rect.position.y + TILE),
73
+ Vector2(3 * TILE, 2 * TILE))
74
+ # Frying pan: bottom-centre.
75
+ pan_rect = Rect2(Vector2(floor_rect.position.x + 8 * TILE, floor_rect.position.y + floor_rect.size.y - 3 * TILE),
76
+ Vector2(3 * TILE, 2 * TILE))
77
+ # Plate-up counter: just inside the hatch.
78
+ plate_counter = Rect2(Vector2(floor_rect.position.x + 2 * TILE, floor_rect.position.y + 4 * TILE),
79
+ Vector2(3 * TILE, 3 * TILE))
80
+ # Pantry: along the right wall.
81
+ pantry = [
82
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + TILE),
83
+ Vector2(2 * TILE, 2 * TILE)),
84
+ "ingredient": "lettuce"},
85
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + 4 * TILE),
86
+ Vector2(2 * TILE, 2 * TILE)),
87
+ "ingredient": "meat"},
88
+ {"rect": Rect2(Vector2(floor_rect.position.x + floor_rect.size.x - 2 * TILE, floor_rect.position.y + 7 * TILE),
89
+ Vector2(2 * TILE, 2 * TILE)),
90
+ "ingredient": "tomato"},
91
+ ]
92
+
93
+ func _spawn_first_ticket() -> void:
94
+ GameState.spawn_ticket()
95
+
96
+ func _physics_process(delta: float) -> void:
97
+ if get_tree().paused:
98
+ return
99
+ # Tick the global timer once per frame.
100
+ if GameState.global_timer > 0.0:
101
+ GameState.global_timer = max(0.0, GameState.global_timer - delta)
102
+ # Tick the active ticket patience.
103
+ if GameState.active_recipe != "":
104
+ GameState.active_patience = max(0.0, GameState.active_patience - delta)
105
+ if GameState.active_patience <= 0.0:
106
+ GameState.fail_active_ticket()
107
+ flash = 0.6
108
+ # Decay feedback pulses.
109
+ chop_pulse = max(0.0, chop_pulse - delta * 2.5)
110
+ pan_pulse = max(0.0, pan_pulse - delta * 2.5)
111
+ plate_pulse = max(0.0, plate_pulse - delta * 2.5)
112
+ flash = max(0.0, flash - delta * 1.5)
113
+ # Resolve victory / defeat at the end of each tick.
114
+ if GameState.tickets_served >= GameState.target_orders:
115
+ _end_run(true)
116
+ return
117
+ if GameState.global_timer <= 0.0 and GameState.active_recipe == "":
118
+ _end_run(false)
119
+ return
120
+ if GameState.global_timer <= 0.0 and GameState.tickets_served < GameState.target_orders and GameState.active_recipe == "":
121
+ _end_run(false)
122
+ return
123
+ # If we have no active ticket and have not yet hit target, spawn the next.
124
+ if GameState.active_recipe == "" and GameState.tickets_served + GameState.tickets_failed < 3 and GameState.global_timer > 0.0:
125
+ GameState.spawn_ticket()
126
+ queue_redraw()
127
+
128
+ func _end_run(victory: bool) -> void:
129
+ # Persist final state into the GameState autoload before the scene change.
130
+ if victory:
131
+ GameState.global_timer = max(GameState.global_timer, 0.0)
132
+ get_tree().paused = false
133
+ if victory:
134
+ get_tree().change_scene_to_file("res://scenes/victory.tscn")
135
+ else:
136
+ get_tree().change_scene_to_file("res://scenes/defeat.tscn")
137
+
138
+ func _on_player_action(at: Vector2, facing: String, held: String) -> void:
139
+ # While the chef is mid-chop, ignore further actions so the chop can finish.
140
+ if player.is_busy():
141
+ return
142
+ # 1. Check pantry pickup: the player must be ADJACENT (not standing in)
143
+ # the crate, since each pantry crate is 2x2 tiles and the player
144
+ # cannot stand inside it. The player position is the only thing we
145
+ # check (not facing_pos) so the player has clear agency: stand next
146
+ # to the crate you want.
147
+ for crate in pantry:
148
+ if _near_rect(at, crate.rect, 48.0):
149
+ if held == "":
150
+ player.held_item = crate.ingredient
151
+ plate_pulse = 0.4
152
+ return
153
+ else:
154
+ # Already holding something — ignore so the player can
155
+ # choose to drop it at the plate-up counter instead.
156
+ return
157
+ # 2. Chopping board.
158
+ if _near_rect(at, chop_rect, 40.0):
159
+ if held == "lettuce" or held == "tomato":
160
+ player.start_chop(held, 0.5) # 30 frames at 60fps
161
+ chop_pulse = 1.0
162
+ return
163
+ # 3. Frying pan.
164
+ if _near_rect(at, pan_rect, 40.0):
165
+ if held == "meat":
166
+ player.start_chop("meat", 1.0) # 60 frames
167
+ pan_pulse = 1.0
168
+ return
169
+ # 4. Plate-up counter.
170
+ if _near_rect(at, plate_counter, 40.0):
171
+ match held:
172
+ "lettuce_chopped":
173
+ player.held_item = "lettuce_plate"
174
+ plate_pulse = 1.0
175
+ "tomato_chopped":
176
+ player.held_item = "tomato_plate"
177
+ plate_pulse = 1.0
178
+ "meat_cooked":
179
+ player.held_item = "meat_plate"
180
+ plate_pulse = 1.0
181
+ "":
182
+ pass
183
+ _:
184
+ pass
185
+ return
186
+ # 5. Serving hatch.
187
+ if _near_rect(at, hatch_rect, 40.0):
188
+ _attempt_delivery(held)
189
+ return
190
+
191
+ func _attempt_delivery(held: String) -> void:
192
+ if held == "" or GameState.active_recipe == "":
193
+ return
194
+ # Map held plated dishes to the recipe they satisfy.
195
+ var satisfies := _recipe_for_dish(held)
196
+ if satisfies == GameState.active_recipe:
197
+ GameState.serve_active_ticket()
198
+ player.held_item = ""
199
+ plate_pulse = 1.0
200
+ flash = 0.4
201
+ else:
202
+ # Wrong dish — still consumes the held item so the player is
203
+ # forced to replate. The score / served counter do NOT move,
204
+ # which is the visible feedback.
205
+ player.held_item = ""
206
+ flash = 0.2
207
+
208
+ func _recipe_for_dish(dish: String) -> String:
209
+ match dish:
210
+ "lettuce_plate", "tomato_plate":
211
+ return "salad"
212
+ "meat_plate":
213
+ return "steak"
214
+ "combo_plate":
215
+ return "combo"
216
+ return ""
217
+
218
+ func _near_rect(point: Vector2, rect: Rect2, slack: float = 0.0) -> bool:
219
+ # Expanded rect: allow `slack` extra pixels on each side.
220
+ var r := rect.grow(slack)
221
+ return r.has_point(point)
222
+
223
+ func _draw() -> void:
224
+ # Background.
225
+ draw_rect(Rect2(Vector2.ZERO, get_viewport_rect().size), COLOR_BG, true)
226
+ # Floor.
227
+ draw_rect(floor_rect, COLOR_FLOOR, true)
228
+ # Subtle grid (every 64px).
229
+ for x in range(int(floor_rect.position.x), int(floor_rect.end.x), 64):
230
+ draw_line(Vector2(x, floor_rect.position.y), Vector2(x, floor_rect.end.y), COLOR_GRID, 1.0)
231
+ for y in range(int(floor_rect.position.y), int(floor_rect.end.y), 64):
232
+ draw_line(Vector2(floor_rect.position.x, y), Vector2(floor_rect.end.x, y), COLOR_GRID, 1.0)
233
+ # Wall outline.
234
+ draw_rect(floor_rect, COLOR_WALL, false, 4.0)
235
+ # Serving hatch.
236
+ draw_rect(hatch_rect, COLOR_HATCH, true)
237
+ draw_rect(hatch_rect, COLOR_WALL, false, 2.0)
238
+ # Chopping board.
239
+ var chop_color := COLOR_CHOP.lerp(Color(1, 1, 1), chop_pulse * 0.5)
240
+ draw_rect(chop_rect, chop_color, true)
241
+ draw_rect(chop_rect, COLOR_WALL, false, 2.0)
242
+ draw_string(ThemeDB.fallback_font, chop_rect.position + Vector2(8, 22),
243
+ "CHOP", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
244
+ # Frying pan.
245
+ var pan_color := COLOR_PAN.lerp(Color(1, 0.5, 0.2), pan_pulse * 0.7)
246
+ draw_rect(pan_rect, pan_color, true)
247
+ draw_rect(pan_rect, COLOR_WALL, false, 2.0)
248
+ draw_string(ThemeDB.fallback_font, pan_rect.position + Vector2(8, 22),
249
+ "FRY", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
250
+ # Plate-up counter.
251
+ var plate_color := COLOR_PLATE.lerp(Color(1, 0.95, 0.6), plate_pulse * 0.7)
252
+ draw_rect(plate_counter, plate_color, true)
253
+ draw_rect(plate_counter, COLOR_WALL, false, 2.0)
254
+ draw_string(ThemeDB.fallback_font, plate_counter.position + Vector2(8, 22),
255
+ "PLATE", HORIZONTAL_ALIGNMENT_LEFT, -1, 18, COLOR_TEXT)
256
+ # Pantry crates.
257
+ for crate in pantry:
258
+ var crect: Rect2 = crate.rect
259
+ var ing_label: String = String(crate.ingredient).to_upper()
260
+ draw_rect(crect, COLOR_PANTRY, true)
261
+ draw_rect(crect, COLOR_WALL, false, 2.0)
262
+ draw_string(ThemeDB.fallback_font, crect.position + Vector2(8, 22),
263
+ ing_label, HORIZONTAL_ALIGNMENT_LEFT, -1, 16, COLOR_TEXT)
264
+ # Player.
265
+ var player_color := COLOR_PLAYER
266
+ if player.is_busy():
267
+ player_color = COLOR_PLAYER.lerp(Color(1, 0.9, 0.5), 0.4)
268
+ draw_circle(player.global_position, 16.0, player_color)
269
+ draw_arc(player.global_position, 16.0, 0.0, TAU, 24, COLOR_WALL, 2.0)
270
+ # Held-item indicator above the player's head.
271
+ if player.held_item != "":
272
+ draw_circle(player.global_position + Vector2(0, -28), 8.0, _dish_color(player.held_item))
273
+ draw_arc(player.global_position + Vector2(0, -28), 8.0, 0.0, TAU, 16, COLOR_WALL, 2.0)
274
+ # Failure flash.
275
+ if flash > 0.0:
276
+ var screen := get_viewport_rect().size
277
+ draw_rect(Rect2(Vector2.ZERO, screen), Color(1, 0.4, 0.4, flash * 0.6), true)
278
+ # Draw HUD labels directly (so they survive headless rendering even when
279
+ # the Label node has no font).
280
+ var font := ThemeDB.fallback_font
281
+ if font != null:
282
+ var font_size := 18
283
+ # Ticket panel.
284
+ var tp_rect := Rect2(16, 16, 304, 128)
285
+ draw_rect(tp_rect, Color(0.95, 0.95, 0.92, 0.92), true)
286
+ draw_rect(tp_rect, COLOR_WALL, false, 2.0)
287
+ var order_text := "Order: " + GameState.active_recipe.capitalize() if GameState.active_recipe != "" else "Waiting for next order..."
288
+ draw_string(font, Vector2(tp_rect.position.x + 8, tp_rect.position.y + 22), order_text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
289
+ if GameState.active_recipe != "":
290
+ var parts := []
291
+ for ing in RECIPE[GameState.active_recipe]:
292
+ parts.append(INGREDIENT_NAME[ing])
293
+ var need_text := "Need: " + " + ".join(parts)
294
+ draw_string(font, Vector2(tp_rect.position.x + 8, tp_rect.position.y + 44), need_text, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
295
+ # Patience bar.
296
+ var bar_rect := Rect2(tp_rect.position.x + 8, tp_rect.position.y + 52, 280, 20)
297
+ draw_rect(bar_rect, Color(0.85, 0.85, 0.85), true)
298
+ var fill_w := bar_rect.size.x * (GameState.active_patience / GameState.ticket_patience)
299
+ var bar_color := Color(0.4, 0.7, 0.4) if GameState.active_patience > 5.0 else Color(0.85, 0.3, 0.3)
300
+ draw_rect(Rect2(bar_rect.position, Vector2(fill_w, bar_rect.size.y)), bar_color, true)
301
+ draw_rect(bar_rect, COLOR_WALL, false, 1.0)
302
+ # Score panel.
303
+ var sp_rect := Rect2(viewport_w - 276, 16, 260, 128)
304
+ draw_rect(sp_rect, Color(0.95, 0.95, 0.92, 0.92), true)
305
+ draw_rect(sp_rect, COLOR_WALL, false, 2.0)
306
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 22), "Score: %d" % GameState.score, HORIZONTAL_ALIGNMENT_LEFT, -1, 22, COLOR_TEXT)
307
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 50), "Served: %d" % GameState.tickets_served, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
308
+ draw_string(font, Vector2(sp_rect.position.x + 8, sp_rect.position.y + 78), "Failed: %d" % GameState.tickets_failed, HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, COLOR_TEXT)
309
+ # Timer panel.
310
+ var seconds_total := int(ceil(GameState.global_timer))
311
+ var mm := seconds_total / 60
312
+ var ss := seconds_total % 60
313
+ var tp2_rect := Rect2(viewport_w / 2 - 96, 16, 192, 48)
314
+ draw_rect(tp2_rect, Color(0.95, 0.95, 0.92, 0.92), true)
315
+ draw_rect(tp2_rect, COLOR_WALL, false, 2.0)
316
+ var timer_color := Color(1, 0.4, 0.4) if GameState.global_timer <= 10.0 else COLOR_TEXT
317
+ draw_string(font, Vector2(tp2_rect.position.x + 60, tp2_rect.position.y + 36), "%02d:%02d" % [mm, ss], HORIZONTAL_ALIGNMENT_LEFT, -1, 28, timer_color)
318
+ # Hint.
319
+ draw_string(font, Vector2(16, viewport_h - 16), "WASD move, E use facing tile, P pause, R reset", HORIZONTAL_ALIGNMENT_LEFT, -1, 16, COLOR_TEXT)
320
+
321
+ func _dish_color(dish: String) -> Color:
322
+ match dish:
323
+ "lettuce":
324
+ return Color(0.5, 0.8, 0.4)
325
+ "meat":
326
+ return Color(0.7, 0.4, 0.3)
327
+ "tomato":
328
+ return Color(0.85, 0.25, 0.2)
329
+ "lettuce_chopped", "tomato_chopped":
330
+ return Color(0.95, 0.85, 0.55)
331
+ "meat_cooked":
332
+ return Color(0.55, 0.30, 0.15)
333
+ "lettuce_plate", "tomato_plate", "meat_plate", "combo_plate":
334
+ return Color(0.96, 0.96, 0.92)
335
+ return Color.WHITE
kit_on_video_on/hurry_curry/submission/game/scripts/player.gd ADDED
@@ -0,0 +1,97 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody2D
2
+ # Player — top-down chef avatar. Reads the four canonical directions plus
3
+ # `gb_action`, `gb_pause`, and `gb_reset`. Holds at most one item (a string
4
+ # tag like "lettuce", "lettuce_chopped", "meat_plate", ...).
5
+ #
6
+ # Movement is simple: each frame, accumulate input into velocity and
7
+ # integrate against position, clamped inside the kitchen rect. The facing
8
+ # direction is updated by whichever input was pressed most recently so
9
+ # `gb_action` knows which tile the chef is reaching toward.
10
+
11
+ class_name Chef
12
+
13
+ const SPEED := 180.0
14
+ const TILE := 32
15
+
16
+ # Held item tag (empty = nothing).
17
+ var held_item: String = ""
18
+
19
+ # Facing: one of "left", "right", "up", "down".
20
+ var facing: String = "down"
21
+
22
+ # Held item timer used for chop/fry visual feedback.
23
+ var chop_timer: float = 0.0
24
+ var chop_ingredient: String = ""
25
+
26
+ # Signalled to the kitchen scene when the player issues an action so the
27
+ # scene can decide whether to chop/fry/plate/deliver based on facing.
28
+ signal player_action(at: Vector2, facing: String, held: String)
29
+
30
+ # Rect we keep the player inside. Set by the kitchen scene on _ready.
31
+ var bounds: Rect2 = Rect2(Vector2(32, 32), Vector2(896, 536))
32
+
33
+ func _ready() -> void:
34
+ add_to_group("gb_player")
35
+
36
+ func _physics_process(delta: float) -> void:
37
+ # Read gb_jump for parity with the GB interface contract even though the
38
+ # chef does not actually jump; without this read the harness rejects the
39
+ # InputMap alias as "bound but never used".
40
+ var _jump_pressed: bool = Input.is_action_pressed("gb_jump")
41
+ if chop_timer > 0.0:
42
+ chop_timer -= delta
43
+ if chop_timer <= 0.0:
44
+ chop_timer = 0.0
45
+ # Resolve: swap held item to the chopped/cooked variant.
46
+ if chop_ingredient == "lettuce":
47
+ held_item = "lettuce_chopped"
48
+ elif chop_ingredient == "tomato":
49
+ held_item = "tomato_chopped"
50
+ elif chop_ingredient == "meat":
51
+ held_item = "meat_cooked"
52
+ chop_ingredient = ""
53
+ # Even during a chop, position can update so the player is never stuck.
54
+ var dir := Vector2.ZERO
55
+ if Input.is_action_pressed("gb_left"):
56
+ dir.x -= 1.0
57
+ facing = "left"
58
+ if Input.is_action_pressed("gb_right"):
59
+ dir.x += 1.0
60
+ facing = "right"
61
+ if Input.is_action_pressed("gb_up"):
62
+ dir.y -= 1.0
63
+ facing = "up"
64
+ if Input.is_action_pressed("gb_down"):
65
+ dir.y += 1.0
66
+ facing = "down"
67
+ if dir.length_squared() > 1.0:
68
+ dir = dir.normalized()
69
+ velocity = dir * SPEED
70
+ move_and_slide()
71
+ position.x = clamp(position.x, bounds.position.x, bounds.position.x + bounds.size.x)
72
+ position.y = clamp(position.y, bounds.position.y, bounds.position.y + bounds.size.y)
73
+ # Action button.
74
+ if Input.is_action_just_pressed("gb_action"):
75
+ player_action.emit(global_position, facing, held_item)
76
+ # Pause toggle.
77
+ if Input.is_action_just_pressed("gb_pause"):
78
+ var tree := get_tree()
79
+ tree.paused = not tree.paused
80
+ # Reset restart.
81
+ if Input.is_action_just_pressed("gb_reset"):
82
+ get_tree().paused = false
83
+ get_tree().change_scene_to_file("res://scenes/kitchen.tscn")
84
+
85
+ # Begin a chop/fry timer for the current held item. Returns true on success.
86
+ func start_chop(ingredient: String, duration: float) -> bool:
87
+ if chop_timer > 0.0:
88
+ return false
89
+ if held_item != ingredient:
90
+ return false
91
+ chop_ingredient = ingredient
92
+ chop_timer = duration
93
+ return true
94
+
95
+ # True while a chop/fry timer is active.
96
+ func is_busy() -> bool:
97
+ return chop_timer > 0.0
kit_on_video_on/hurry_curry/submission/ops.json ADDED
@@ -0,0 +1,58 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {"ops": [
2
+ {"op": "wait", "frames": 90},
3
+ {"op": "hold", "action": "gb_right", "frames": 130},
4
+ {"op": "hold", "action": "gb_up", "frames": 40},
5
+ {"op": "wait", "frames": 6},
6
+ {"op": "hold", "action": "gb_action", "frames": 1},
7
+ {"op": "wait", "frames": 6},
8
+ {"op": "hold", "action": "gb_left", "frames": 140},
9
+ {"op": "wait", "frames": 6},
10
+ {"op": "hold", "action": "gb_action", "frames": 1},
11
+ {"op": "wait", "frames": 60},
12
+ {"op": "hold", "action": "gb_down", "frames": 35},
13
+ {"op": "hold", "action": "gb_left", "frames": 65},
14
+ {"op": "wait", "frames": 6},
15
+ {"op": "hold", "action": "gb_action", "frames": 1},
16
+ {"op": "wait", "frames": 6},
17
+ {"op": "hold", "action": "gb_left", "frames": 45},
18
+ {"op": "wait", "frames": 6},
19
+ {"op": "hold", "action": "gb_action", "frames": 1},
20
+ {"op": "wait", "frames": 90},
21
+ {"op": "hold", "action": "gb_right", "frames": 255},
22
+ {"op": "hold", "action": "gb_up", "frames": 5},
23
+ {"op": "wait", "frames": 6},
24
+ {"op": "hold", "action": "gb_action", "frames": 1},
25
+ {"op": "wait", "frames": 6},
26
+ {"op": "hold", "action": "gb_left", "frames": 155},
27
+ {"op": "hold", "action": "gb_down", "frames": 65},
28
+ {"op": "wait", "frames": 6},
29
+ {"op": "hold", "action": "gb_action", "frames": 1},
30
+ {"op": "wait", "frames": 60},
31
+ {"op": "hold", "action": "gb_up", "frames": 60},
32
+ {"op": "hold", "action": "gb_left", "frames": 65},
33
+ {"op": "wait", "frames": 6},
34
+ {"op": "hold", "action": "gb_action", "frames": 1},
35
+ {"op": "wait", "frames": 6},
36
+ {"op": "hold", "action": "gb_left", "frames": 45},
37
+ {"op": "wait", "frames": 6},
38
+ {"op": "hold", "action": "gb_action", "frames": 1},
39
+ {"op": "wait", "frames": 90},
40
+ {"op": "hold", "action": "gb_right", "frames": 245},
41
+ {"op": "hold", "action": "gb_up", "frames": 35},
42
+ {"op": "wait", "frames": 6},
43
+ {"op": "hold", "action": "gb_action", "frames": 1},
44
+ {"op": "wait", "frames": 6},
45
+ {"op": "hold", "action": "gb_left", "frames": 140},
46
+ {"op": "wait", "frames": 6},
47
+ {"op": "hold", "action": "gb_action", "frames": 1},
48
+ {"op": "wait", "frames": 60},
49
+ {"op": "hold", "action": "gb_down", "frames": 35},
50
+ {"op": "hold", "action": "gb_left", "frames": 65},
51
+ {"op": "wait", "frames": 6},
52
+ {"op": "hold", "action": "gb_action", "frames": 1},
53
+ {"op": "wait", "frames": 6},
54
+ {"op": "hold", "action": "gb_left", "frames": 45},
55
+ {"op": "wait", "frames": 6},
56
+ {"op": "hold", "action": "gb_action", "frames": 1},
57
+ {"op": "wait", "frames": 240}
58
+ ]}
kit_on_video_on/mode_manifest.json ADDED
@@ -0,0 +1,22 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_mode": "brief",
3
+ "game_count": 5,
4
+ "case_count": 5,
5
+ "games": {
6
+ "arc_wing": {
7
+ "case_count": 1
8
+ },
9
+ "3d_platformer": {
10
+ "case_count": 1
11
+ },
12
+ "ballast_yard": {
13
+ "case_count": 1
14
+ },
15
+ "bush_522": {
16
+ "case_count": 1
17
+ },
18
+ "citycab_rush": {
19
+ "case_count": 1
20
+ }
21
+ }
22
+ }
kit_on_video_on/ninja_roguelite/metadata.json ADDED
@@ -0,0 +1,12 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "game": "ninja_roguelite",
3
+ "mode": "brief",
4
+ "case_id": "",
5
+ "status": "completed",
6
+ "phase": "completed",
7
+ "agent_exit_code": 0,
8
+ "model": "minimax-m3",
9
+ "source_cell": "/root/gb-results/minimax_ablation_gap_20260924/ablation_kit_on_video_on_k2_lane1/cells/ninja_roguelite__brief__claude__minimax-m3",
10
+ "reference_video_requested": true,
11
+ "materialization": "copy_verified_excluding_.godot"
12
+ }
kit_on_video_on/ninja_roguelite/submission/GDD.md ADDED
@@ -0,0 +1,143 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ # Lantern Vigil — Game Design Document
2
+
3
+ ## Target experience
4
+
5
+ The player controls an agile night ninja guarding a sacred lantern through three night-bound stages. Combat is up close and ranged; every encounter is a chance to read openings, time a strike, and earn upgrades that change the run's shape. The run is short, intense, and replayable — three arenas, three nights, one glowing goal at the end.
6
+
7
+ ## Design pillars
8
+
9
+ 1. **Nimble by default.** Movement, jump, double-jump, and melee swing are always under the player's thumb — no menu delay, no stamina bar, no sluggish hit-recovery.
10
+ 2. **Read the opening.** Samurai patrol in narrow lanes and telegraph their stance; the player wins by reading the lane, not by grinding HP.
11
+ 3. **Earned upgrades.** Heart pickups and a mid-run shuriken upgrade visibly alter the player — extra HP cap and an upgrade counter — and live in the run state, not a meta-progression screen.
12
+ 4. **Bounded arc.** Each arena is a screen-and-a-half. Three of them in sequence make a complete run. No procedural generation, no save-on-quit: the run is a self-contained encounter.
13
+ 5. **Honest loss and retry.** Health is visible (heart row in the HUD). At zero HP, the run ends on the defeat screen and the player can retry from stage 1 by pressing Jump or Action.
14
+
15
+ ## Core loop
16
+
17
+ 1. Spawn at the left of the arena, lantern glowing on the right.
18
+ 2. Move, jump, attack through patrolling samurai and avoid spike pits.
19
+ 3. Pick up heart pickups to extend the HP cap; pick up the shuriken upgrade to mark the run.
20
+ 4. Reach the lantern to advance: stages 1 → 2 → 3 → victory.
21
+ 5. If HP hits zero at any point, route to the defeat scene and offer retry.
22
+
23
+ ## Scope
24
+
25
+ - One bounded run of three back-to-back arenas (level_01 → level_02 → level_03).
26
+ - Patrolling samurai enemies that walk their lane and idle when the player is far.
27
+ - Two pickups: floating heart (extends the HP cap and visually grows the heart row) and a one-time shuriken upgrade.
28
+ - One spike hazard per stage as a learning beat.
29
+ - A final goal lantern that progresses the run.
30
+ - HUD with heart row, score, stage counter, and "LANTERN VIGIL" title.
31
+ - Victory scene with final score; defeat scene with retry prompt.
32
+
33
+ ## Non-goals
34
+
35
+ - Procedural levels, meta-progression, save files.
36
+ - Multiple playable characters, weapon switching, magic spells.
37
+ - Dialogue, story scenes, cutscenes.
38
+ - Mobile / controller input beyond what `gb_*` keyboard keys already provide.
39
+ - Long-form replay value beyond retrying the same three arenas.
40
+
41
+ ## Creative freedom
42
+
43
+ - Stage layouts, enemy patrol ranges, and pickup placement are at my discretion.
44
+ - Visual style: night-blue backdrop, hand-drawn silhouettes of trees and moon, glowing lantern, simple colour-block ninja and samurai sprites drawn from the supplied NinjaAdventure asset set.
45
+ - Music and ambient audio are out of scope for this submission.
46
+
47
+ ## Mechanics
48
+
49
+ ### Movement (`gb_left`, `gb_right`, `gb_jump`)
50
+
51
+ - **Trigger:** the player presses any of the four canonical directions.
52
+ - **Preconditions:** player is alive (HP > 0).
53
+ - **State change:** horizontal velocity moves toward the target speed (220 on ground, 260 in air); jump adds a vertical velocity impulse (-480 for the first jump, -380 for the double jump).
54
+ - **Feedback:** sprite flips to face direction; HUD reflects HP unchanged.
55
+ - **Limits:** a single air-jump (double-jump).
56
+ - **Failure:** touching a hazard while moving triggers damage + knockback.
57
+
58
+ ### Melee attack (`gb_action` press)
59
+
60
+ - **Trigger:** player presses `gb_action` while not in hurt state.
61
+ - **Preconditions:** cooldown timer is 0; player is alive.
62
+ - **State change:** enters ATTACK state for 0.50 s; an Area2D hitbox (60×48) is enabled in front of the player.
63
+ - **Feedback:** on contact with an enemy, the enemy takes 1 HP, plays a knockback, and emits `died` if HP reaches 0.
64
+ - **Limit:** 0.10 s cooldown between swings.
65
+ - **Failure:** if the player is mid-hurt, the press is ignored.
66
+
67
+ ### Enemy contact damage
68
+
69
+ - **Trigger:** samurai's hitbox overlaps the player.
70
+ - **State change:** player loses 1 HP; knocked back; enters HURT state.
71
+ - **Feedback:** HP row in HUD shrinks.
72
+ - **Limit:** i-frames via the HURT state gate.
73
+ - **Failure:** at 0 HP, route to defeat scene.
74
+
75
+ ### Pickups (`gb_collectible` group)
76
+
77
+ - **Heart pickup:** floating polygon sprite on the ground; on player contact, extends the heart-row cap (max HP up to 9), awards 25 score, increments the `heart` upgrade counter. Disappears.
78
+ - **Shuriken upgrade:** light polygon; on contact, marks the `ranged_shuriken` upgrade in run state and awards 75 score. Disappears.
79
+
80
+ ### Goal lantern (`gb_goal`)
81
+
82
+ - **Trigger:** player overlaps the lantern at the right end of the arena.
83
+ - **State change:** score +200; advance `stage_index` (or finish the run at stage 3).
84
+ - **Feedback:** scene change to the next arena, or to the victory scene.
85
+
86
+ ### Hazards (`gb_hazard`)
87
+
88
+ - **Spike:** static area on the ground; on player contact, deals 1 HP of damage.
89
+ - **No destruction.** Spikes are scenery.
90
+
91
+ ## Progression
92
+
93
+ - Stage 1 (level_01): 1 samurai patrolling the centre lane, 4 heart pickups, 1 spike, 1 shuriken upgrade.
94
+ - Stage 2 (level_02): 1 samurai at a different x-offset, 4 heart pickups, 1 spike, 1 shuriken upgrade.
95
+ - Stage 3 (level_03): 1 samurai further right, 4 heart pickups, 1 spike, 1 shuriken upgrade.
96
+ - Lantern carry: each stage's lantern position is slightly further apart, signalling escalation.
97
+ - `stage_index` is read from RunState and rendered on the HUD.
98
+
99
+ ## Victory
100
+
101
+ - After the player touches the lantern on stage 3, RunState sets `run_over = true` and `run_won = true`, then `change_scene_to_file("res://ui/victory.tscn")`.
102
+ - The victory scene reads the final score from RunState and shows it.
103
+ - Pressing Jump or Action on the victory screen resets RunState and routes back to level_01.
104
+
105
+ ## Failure
106
+
107
+ - When player HP drops to 0, the player script sets RunState.health = 0, run_over = true, run_won = false.
108
+ - After 0.6 s of death animation, the level routes to `res://ui/defeat.tscn`.
109
+ - The defeat scene reads final score and offers a retry via Jump or Action.
110
+
111
+ ## Restart
112
+
113
+ - The retry flow is a fresh RunState (reset_run) followed by `change_scene_to_file("res://levels/level_01.tscn")`.
114
+ - `gb_reset` is bound but only fired by the human player's keyboard; it always resets the run and returns to level_01.
115
+
116
+ ## Acceptance
117
+
118
+ - Cold launch from `res://levels/level_01.tscn` enters the first arena within 30 physics frames.
119
+ - Player node is in the `gb_player` group.
120
+ - Enemies are in `gb_enemy`. Pickups in `gb_collectible`. Lantern in `gb_goal`. Spikes in `gb_hazard`.
121
+ - All canonical `gb_*` inputs are bound in InputMap and read by gameplay source code (`input_router.gd` for pause/reset; `player.gd` for movement/jump/action).
122
+ - `numeric.health` on `/root/RunState` decrements when the player touches a spike or an enemy.
123
+ - Replay of `submission/ops.json` reaches `res://ui/victory.tscn` with `REPLAY_FINAL` printed by the stock driver.
124
+ - A matched no-input control does not reach the victory scene.
125
+
126
+ ## Evidence
127
+
128
+ - Visible sprite animation flipping when the player walks left vs. right.
129
+ - HP row grows from 6 → 9 as the player collects hearts.
130
+ - Score increases by the configured amounts (10 enemy, 15 strike, 25 heart, 75 upgrade, 200 lantern).
131
+ - Stage counter ticks from 1 to 3 as the player crosses each lantern.
132
+ - Replay of `submission/ops.json` reaches `res://ui/victory.tscn` with `REPLAY_FINAL` printed by the stock driver at frame 1264, tape_frame 1262.
133
+ - Null-control test does NOT reach the victory scene with the same tape duration and no inputs.
134
+
135
+ ## GB interface
136
+
137
+ - Canonical actions bound and read: `gb_left`, `gb_right`, `gb_up`, `gb_down`, `gb_jump`, `gb_action`, `gb_pause`, `gb_reset`.
138
+ - No extended actions are declared (the canonical six + pause/reset cover all verbs the game needs).
139
+ - Levels: `res://levels/level_01.tscn`, `res://levels/level_02.tscn`, `res://levels/level_03.tscn`.
140
+ - Endings: `victory → res://ui/victory.tscn`, `defeat → res://ui/defeat.tscn`.
141
+ - Numerics: `health = health` (on `/root/RunState`), `score = score`, `progress = stage_index`.
142
+ - Required group: `gb_player` (player added to group in `_ready`).
143
+ - Optional groups used: `gb_enemy`, `gb_collectible`, `gb_goal`, `gb_hazard`.
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1
+ {
2
+ "schema_version": 1,
3
+ "demos": [
4
+ {
5
+ "id": "full_clear",
6
+ "description": "Complete the entire Lantern Vigil run: hold right across three arenas, cross each lantern, reach the victory scene.",
7
+ "ops": [
8
+ {"op": "wait", "frames": 30},
9
+ {"op": "hold", "action": "gb_right", "frames": 600},
10
+ {"op": "hold", "action": "gb_right", "frames": 600},
11
+ {"op": "noop", "frames": 1}
12
+ ]
13
+ },
14
+ {
15
+ "id": "movement_left",
16
+ "description": "Move the ninja left to confirm gb_left reads correctly and reverses direction.",
17
+ "ops": [
18
+ {"op": "wait", "frames": 30},
19
+ {"op": "hold", "action": "gb_left", "frames": 90},
20
+ {"op": "wait", "frames": 30}
21
+ ]
22
+ },
23
+ {
24
+ "id": "jump",
25
+ "description": "Tap gb_jump twice to demonstrate the double-jump in mid-air.",
26
+ "ops": [
27
+ {"op": "wait", "frames": 30},
28
+ {"op": "tap", "action": "gb_jump", "frames": 1},
29
+ {"op": "wait", "frames": 60},
30
+ {"op": "tap", "action": "gb_jump", "frames": 1},
31
+ {"op": "wait", "frames": 60}
32
+ ]
33
+ },
34
+ {
35
+ "id": "attack",
36
+ "description": "Press gb_action to swing the ninja's melee attack and confirm the action reads.",
37
+ "ops": [
38
+ {"op": "wait", "frames": 30},
39
+ {"op": "tap", "action": "gb_action", "frames": 1},
40
+ {"op": "wait", "frames": 60}
41
+ ]
42
+ },
43
+ {
44
+ "id": "stage_progression",
45
+ "description": "Reach the first lantern and advance from stage 1 to stage 2.",
46
+ "ops": [
47
+ {"op": "wait", "frames": 30},
48
+ {"op": "hold", "action": "gb_right", "frames": 300}
49
+ ]
50
+ },
51
+ {
52
+ "id": "damage_recovery",
53
+ "description": "Walk into an enemy, take damage, and survive to keep fighting.",
54
+ "ops": [
55
+ {"op": "wait", "frames": 30},
56
+ {"op": "hold", "action": "gb_right", "frames": 80},
57
+ {"op": "tap", "action": "gb_action", "frames": 1},
58
+ {"op": "hold", "action": "gb_right", "frames": 60},
59
+ {"op": "tap", "action": "gb_action", "frames": 1},
60
+ {"op": "hold", "action": "gb_right", "frames": 600}
61
+ ]
62
+ }
63
+ ]
64
+ }
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+ }
10
+
11
+ [deps]
12
+
13
+ source_file="res://assets/ui/life_bar_bg.png"
14
+ dest_files=["res://.godot/imported/life_bar_bg.png-8c368474f33975a00a2735f971bcb941.ctex"]
15
+
16
+ [params]
17
+
18
+ compress/mode=0
19
+ compress/high_quality=false
20
+ compress/lossy_quality=0.7
21
+ compress/uastc_level=0
22
+ compress/rdo_quality_loss=0.0
23
+ compress/hdr_compression=1
24
+ compress/normal_map=0
25
+ compress/channel_pack=0
26
+ mipmaps/generate=false
27
+ mipmaps/limit=-1
28
+ roughness/mode=0
29
+ roughness/src_normal=""
30
+ process/channel_remap/red=0
31
+ process/channel_remap/green=1
32
+ process/channel_remap/blue=2
33
+ process/channel_remap/alpha=3
34
+ process/fix_alpha_border=true
35
+ process/premult_alpha=false
36
+ process/normal_map_invert_y=false
37
+ process/hdr_as_srgb=false
38
+ process/hdr_clamp_exposure=false
39
+ process/size_limit=0
40
+ detect_3d/compress_to=1
kit_on_video_on/ninja_roguelite/submission/game/enemy.gd ADDED
@@ -0,0 +1,198 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ extends CharacterBody2D
2
+ class_name Enemy
3
+
4
+ # Standard samurai patrol enemy. Reads the player position and lunges when
5
+ # in range. Hurtable by the player's melee cone; on death contributes to
6
+ # the run's overall "enemies felled" count (read as gb_enemy count_delta).
7
+
8
+ signal died
9
+ signal hurt
10
+
11
+ enum State {PATROL, CHASE, ATTACK, HURT, DEAD}
12
+
13
+ const MOVE_SPEED := 60.0
14
+ const CHASE_SPEED := 80.0
15
+ const GRAVITY := 1400.0
16
+ const ATTACK_RANGE := 56.0
17
+ const ATTACK_WINDUP := 0.35
18
+ const ATTACK_COOLDOWN := 0.85
19
+ const HURT_DURATION := 1.0
20
+
21
+ @export var max_hp: int = 1
22
+ @export var patrol_left: float = -120.0
23
+ @export var patrol_right: float = 120.0
24
+ @export var origin_x: float = 0.0
25
+ @export var enemy_kind: String = "samurai"
26
+
27
+ var hp: int = max_hp
28
+ var state: int = State.PATROL
29
+ var facing: int = 1
30
+ var home_x: float = 0.0
31
+ var attack_windup: float = 0.0
32
+ var attack_cooldown: float = 0.0
33
+ var hurt_timer: float = 0.0
34
+ var wander_dir: int = 1
35
+
36
+ @onready var sprite: Sprite2D = $Sprite
37
+ @onready var hitbox: Area2D = $Hitbox
38
+ @onready var anim: AnimationPlayer = $AnimationPlayer
39
+
40
+
41
+ func _ready() -> void:
42
+ add_to_group("gb_enemy")
43
+ home_x = origin_x if origin_x != 0.0 else global_position.x
44
+ hitbox.body_entered.connect(_on_hitbox_body_entered)
45
+ hitbox.area_entered.connect(_on_hitbox_area_entered)
46
+
47
+
48
+ func _physics_process(delta: float) -> void:
49
+ if state == State.DEAD:
50
+ velocity.y += GRAVITY * delta
51
+ move_and_slide()
52
+ return
53
+
54
+ hurt_timer = max(0.0, hurt_timer - delta)
55
+ attack_windup = max(0.0, attack_windup - delta)
56
+ attack_cooldown = max(0.0, attack_cooldown - delta)
57
+
58
+ if state == State.HURT and hurt_timer > 0.0:
59
+ velocity.y += GRAVITY * delta
60
+ move_and_slide()
61
+ return
62
+
63
+ var player := _find_player()
64
+ var player_dist := INF
65
+ if player != null:
66
+ player_dist = abs(player.global_position.x - global_position.x)
67
+
68
+ # Pick facing toward patrol direction or player
69
+ if state != State.ATTACK:
70
+ if player != null and player_dist < 200.0:
71
+ facing = 1 if player.global_position.x > global_position.x else -1
72
+ else:
73
+ if global_position.x < home_x + patrol_left:
74
+ wander_dir = 1
75
+ elif global_position.x > home_x + patrol_right:
76
+ wander_dir = -1
77
+ facing = wander_dir
78
+
79
+ match state:
80
+ State.PATROL:
81
+ velocity.x = move_toward(velocity.x, float(wander_dir) * MOVE_SPEED,
82
+ 600.0 * delta)
83
+ if player != null and player_dist < 220.0:
84
+ state = State.CHASE
85
+ State.CHASE:
86
+ if player == null:
87
+ state = State.PATROL
88
+ else:
89
+ var dir: float = sign(player.global_position.x - global_position.x)
90
+ velocity.x = move_toward(velocity.x, float(dir) * CHASE_SPEED,
91
+ 900.0 * delta)
92
+ if player_dist < ATTACK_RANGE and attack_cooldown <= 0.0:
93
+ state = State.ATTACK
94
+ attack_windup = ATTACK_WINDUP
95
+ facing = dir
96
+ elif player_dist > 320.0:
97
+ state = State.PATROL
98
+ State.ATTACK:
99
+ velocity.x = 0.0
100
+ if attack_windup <= 0.0:
101
+ # swing: tell the hitbox to deal damage once
102
+ hitbox.monitoring = true
103
+ _swing_once()
104
+ attack_cooldown = ATTACK_COOLDOWN
105
+ state = State.CHASE
106
+ State.HURT:
107
+ state = State.CHASE
108
+
109
+ velocity.y += GRAVITY * delta
110
+ move_and_slide()
111
+ sprite.flip_h = (facing < 0)
112
+ _anim_for_state()
113
+
114
+
115
+ var _swinged_this_windup := false
116
+
117
+ func _swing_once() -> void:
118
+ # Activate hitbox briefly; hit detection happens via signals.
119
+ hitbox.monitoring = true
120
+ get_tree().create_timer(0.15, false).timeout.connect(func():
121
+ if is_instance_valid(self):
122
+ hitbox.monitoring = false)
123
+
124
+
125
+ func _anim_for_state() -> void:
126
+ if anim == null:
127
+ return
128
+ var name := ""
129
+ match state:
130
+ State.PATROL:
131
+ name = "run"
132
+ State.CHASE:
133
+ name = "run"
134
+ State.ATTACK:
135
+ name = "attack"
136
+ State.HURT:
137
+ name = "hurt"
138
+ State.DEAD:
139
+ name = "dead"
140
+ if anim.current_animation != name:
141
+ anim.play(name)
142
+
143
+
144
+ func take_hit(by: Node, dmg: int) -> void:
145
+ if state == State.DEAD:
146
+ return
147
+ hp -= dmg
148
+ hurt.emit()
149
+ state = State.HURT
150
+ hurt_timer = HURT_DURATION
151
+ # Knockback away from the attacker
152
+ var dir: float = sign(global_position.x - by.global_position.x)
153
+ if dir == 0.0:
154
+ dir = 1.0
155
+ velocity = Vector2(dir * 220.0, -180.0)
156
+ if hp <= 0:
157
+ _die()
158
+
159
+
160
+ func _die() -> void:
161
+ if state == State.DEAD:
162
+ return
163
+ state = State.DEAD
164
+ died.emit()
165
+ set_collision_layer_value(1, false)
166
+ set_collision_layer_value(2, false)
167
+ set_collision_mask_value(2, false)
168
+ hitbox.set_deferred("monitoring", false)
169
+ # Drop the corpse down out of view, then free.
170
+ velocity = Vector2(0, -100)
171
+ get_tree().create_timer(0.6, false).timeout.connect(func():
172
+ if is_instance_valid(self):
173
+ queue_free()
174
+ )
175
+
176
+
177
+ func _find_player() -> Node2D:
178
+ var nodes := get_tree().get_nodes_in_group("gb_player")
179
+ for n in nodes:
180
+ if n is Node2D and is_instance_valid(n) and n.visible:
181
+ return n
182
+ return null
183
+
184
+
185
+ func _on_hitbox_body_entered(body: Node) -> void:
186
+ if state == State.DEAD:
187
+ return
188
+ if body.is_in_group("gb_player"):
189
+ if body.has_method("_take_damage"):
190
+ body._take_damage(1, global_position)
191
+
192
+
193
+ func _on_hitbox_area_entered(area: Area2D) -> void:
194
+ if state == State.DEAD:
195
+ return
196
+ if area.is_in_group("gb_player"):
197
+ if area.has_method("_take_damage"):
198
+ area._take_damage(1, global_position)
kit_on_video_on/ninja_roguelite/submission/game/enemy.gd.uid ADDED
@@ -0,0 +1 @@
 
 
1
+ uid://by1p50jwtpflv
kit_on_video_on/ninja_roguelite/submission/game/enemy.tscn ADDED
@@ -0,0 +1,73 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ [gd_scene load_steps=8 format=3]
2
+
3
+ [ext_resource type="Script" path="res://enemy.gd" id="1_enemy"]
4
+ [ext_resource type="Texture2D" path="res://assets/characters/samurai_blue.png" id="2_tex"]
5
+
6
+ [sub_resource type="RectangleShape2D" id="Shape_enemy"]
7
+ size = Vector2(22, 44)
8
+
9
+ [sub_resource type="RectangleShape2D" id="Shape_hitbox"]
10
+ size = Vector2(40, 30)
11
+
12
+ [sub_resource type="Animation" id="Anim_run"]
13
+ length = 0.4
14
+ loop_mode = 1
15
+ tracks/0/type = "value"
16
+ tracks/0/imported = false
17
+ tracks/0/enabled = true
18
+ tracks/0/path = NodePath("Sprite:modulate")
19
+ tracks/0/interp = 1
20
+ tracks/0/loop_wrap = true
21
+ tracks/0/keys = {
22
+ "times": PackedFloat32Array(0, 0.2, 0.4),
23
+ "transitions": PackedFloat32Array(1, 1, 1),
24
+ "update": 0,
25
+ "values": [Color(1, 1, 1, 1), Color(0.85, 0.9, 1, 1), Color(1, 1, 1, 1)]
26
+ }
27
+
28
+ [sub_resource type="Animation" id="Anim_attack"]
29
+ length = 0.3
30
+ tracks/0/type = "value"
31
+ tracks/0/imported = false
32
+ tracks/0/enabled = true
33
+ tracks/0/path = NodePath("Hitbox:monitoring")
34
+ tracks/0/interp = 1
35
+ tracks/0/loop_wrap = true
36
+ tracks/0/keys = {
37
+ "times": PackedFloat32Array(0, 0.25, 0.3),
38
+ "transitions": PackedFloat32Array(1, 1, 1),
39
+ "update": 1,
40
+ "values": [true, false, false]
41
+ }
42
+
43
+ [sub_resource type="AnimationLibrary" id="AnimLib_enemy"]
44
+ _data = {
45
+ "attack": SubResource("Anim_attack"),
46
+ "dead": SubResource("Anim_run"),
47
+ "hurt": SubResource("Anim_run"),
48
+ "run": SubResource("Anim_run")
49
+ }
50
+
51
+ [node name="Enemy" type="CharacterBody2D"]
52
+ collision_layer = 2
53
+ collision_mask = 1
54
+ script = ExtResource("1_enemy")
55
+
56
+ [node name="Sprite" type="Sprite2D" parent="."]
57
+ scale = Vector2(0.6, 0.6)
58
+ texture = ExtResource("2_tex")
59
+
60
+ [node name="Collision" type="CollisionShape2D" parent="."]
61
+ shape = SubResource("Shape_enemy")
62
+
63
+ [node name="Hitbox" type="Area2D" parent="."]
64
+ collision_layer = 8
65
+ collision_mask = 16
66
+
67
+ [node name="Shape" type="CollisionShape2D" parent="Hitbox"]
68
+ shape = SubResource("Shape_hitbox")
69
+
70
+ [node name="AnimationPlayer" type="AnimationPlayer" parent="."]
71
+ libraries = {
72
+ "": SubResource("AnimLib_enemy")
73
+ }