Initial spawning placed clouds uniformly across [0, spawn_width], which
broke down at the edges of the scroll range whenever the parallax factor
was anything other than exactly 1.0:
- With parallax < 1.0 (background feel), a cloud is only ever visible at
scrolls in [(drift_x - screen_w) / parallax, drift_x / parallax]. So a
far cloud at drift_x near spawn_width (e.g. 28000 with parallax 0.5)
needs scroll ~56000 to be seen, far beyond max_scroll. About half the
spawn range was a dead zone the user could never reach.
- With parallax > 1.0 (foreground feel — what the gardens scene now uses),
the opposite happens: clouds visible at the right edge of the scroll
range live at drift_x = max_scroll * parallax + screen_w, which is well
past spawn_width. The right side of the gardens stayed empty because no
cloud was ever spawned that far out.
Add a max_scroll parameter to configure_world() and stratify in scroll
space: each cloud gets a target_scroll value in its own slot of
[0, max_scroll], and its drift_x is placed at target_scroll * parallax +
horiz_jitter. The cloud's drift_x range now matches the scroll positions
where it can actually be visible, regardless of whether parallax is below
or above 1.0. _reset_cloud is updated correspondingly to wrap clouds to
the right edge of their individual visibility range rather than the
world's right edge.
Also have configure_world refresh screen_width every call so the manager
picks up the correct viewport size even when the parent invokes it later
in the ready sequence.
Previously clouds in the gardens recycled based on their rendered (viewport)
position. When the user scrolled to the far right, parallax pushed every
cloud's rendered X far into the negative, triggering all of them to wrap
to the right viewport edge. Their drift_x was thus warped to roughly
scroll_offset + screen_width — so when the user scrolled back left, every
cloud sat in the world to the right of the visible area, leaving the left
side of the gardens empty.
Switch CloudsManager to use world-anchored recycling whenever spawn_width
is set: a cloud is only recycled when its drift_x (its world coordinate)
falls past the world's left edge, and it respawns at the world's right edge
rather than the viewport's. The legacy viewport-anchored path is preserved
for the minigames that don't set spawn_width.
Extend CloudsManager with optional scroll-driven parallax and auto-population:
- New scroll_offset property feeds an external horizontal scroll value;
each cloud's rendered X is drift_x - scroll_offset * parallax_factor.
- min_parallax_factor / max_parallax_factor are interpolated by the same
depth factor that drives speed and scale, so closer clouds parallax more.
- spawn_width + clouds_per_screen + configure_world() let the manager
duplicate its template children to cover wider scrollable worlds.
- Defaults preserve the previous behavior, so parakeets / penguin / monkeys
/ boss minigames keep their existing per-frame drift unchanged.
In gardens.tscn, add a CloudsLayer (CanvasLayer, layer = 1) on top of the
existing UI with three template cloud sprites (transparent via modulate
alpha, mouse passthrough by virtue of being Sprite2D). gardens.gd configures
the cloud world width to garden_count * GARDEN_SIZE after lessons are set
up, then forwards scroll_container.scroll_horizontal to clouds.scroll_offset
each frame so clouds drift naturally and parallax with garden scrolling.
Move BossButtons, LockedLine and UnlockedLine out of the ScrollContainer
so it only contains the HBoxContainer that drives its scroll size.
BossButtons now tracks scrolling via a manual position offset in _process,
mirroring what the lines and parallax background already do.
Each garden (garden_01.tscn through garden_12.tscn) now has its own color
palette for lesson buttons (unlocked/completed fill and text colors).
Lesson count is validated to be between 12 and 60. The old dynamic
duplication of a single garden.tscn is replaced by instantiating the
correct scene per garden index.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Path now reads actual button positions and sizes from the visible
LessonButton nodes instead of SLOT_CENTERS constants. This means
editing button positions in the Godot editor automatically updates
the path line.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Buttons, pivot offsets and font size scaled down proportionally.
Same center positions preserved.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add 8 garden plant assets (garden_plant_01 to 08) from victory assets
- Remove entire old flower system (FlowerSizes enum, flower generation,
flower VFX transitions, flower_controls, flowers_visible, flowers_sizes)
- Remove Flower class from GardenLayout
- Plants are created programmatically in Garden._create_plants() at fixed
positions matching the Explanation.png mockup layout
- All plants hidden by default, revealed progressively based on completed
minigames ratio: 0 completed = 0 visible, all completed = all 8 visible
- Add lowercase file naming rule to CLAUDE.md
- Fix current_garden lookup to use _get_garden_index_for_lesson instead
of removed flower_info system
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Button size is fixed at 300x300 in the scene, no need to instantiate
and measure at runtime.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace dynamic button instantiation with 5 fixed LessonButton instances
(Slot1-Slot5) positioned at hardcoded coordinates in the garden scene.
Garden._configure_slots() shows/hides slots based on lesson count using
the SLOT_SELECTION mapping (5→all, 4→skip middle, 3→1,3,5, etc.).
- Add error log if lesson count exceeds MAX_LESSONS (5)
- Remove dynamic _ensure_button_controls_count from garden.gd
- Replace position generation functions with SLOT_CENTERS constant
- Buttons are clickable via existing _set_up_lessons signal wiring
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Buttons are placed at 5 fixed positions on a diagonal from bottom-left
to upper-right. When fewer lessons exist, evenly spaced slots are selected.
Reduced spread radius to keep all buttons inside the circle.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Remove dead functions: _get_garden_background_image, _is_position_on_garden_texture,
_get_garden_dimensions, and associated constants/caches
- Remove unused base_color/completed_color exports from LessonButton
(colors now driven by constants in _update_visual_state)
- Use LessonButton.UNLOCKED_FILL_COLOR instead of duplicate Color("176d78")
- Inline garden dimensions as constant expression
- Remove unused color parameter from _handle_lesson_button
- Fix missing blank line in garden.gd constant block
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Tint garden background #176d78 via modulate in set_background()
- Fix background as 1700x1700 centered square instead of stretched
- Make TextureButton self_modulate transparent so Center/Border are visible
- Diagonal lesson layout from bottom-left to upper-right matching mockup
- Center buttons on generated positions instead of top-left alignment
- Increase garden size back to 2400 with 850px circle radius
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace rectangular garden backgrounds with circular Garden_01.png asset,
arrange lesson buttons in a circular pattern instead of sine-wave layout,
and introduce three visual states for buttons (locked/unlocked/completed)
using the new lesson_circle.png texture. Add jellyfish mascot to gardens.
- Add new assets: Garden_01.png, lesson_circle.png, jellyfish.png
- Update garden background to use keep_aspect_centered circular display
- Implement circular lesson positioning with configurable radius
- Simplify position validation to circle-distance check
- Add layout cache versioning to invalidate old layouts
- Update boss_button.tscn to match new button design
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>