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---
name: kq4-room-creator
description: Create new King's Quest IV room scenes from the decompiled room specs. Handles template copying, visual image setup, transition wiring, and connecting to existing rooms.
---
# KQ4 Room Creator
## Overview
This skill automates the creation of new King's Quest IV rooms from the decompiled room specs.
## When to Use
Use this skill when you need to create a new game room scene. The skill will:
1. Copy the placeholder template
2. Set up cardinal exits based on room spec
3. Wire up connections to existing rooms
4. Copy the visual image from decompile
## How to Use
### Step 1: Get Room Spec
First, read the room specification from:
```
kq4-sierra-decompile/rooms/kq4-XXX-room-name/kq4-XXX-room-name.md
```
Look for the "Exits" section to determine which directions connect to which room numbers.
Example from room 010:
```
- **Exits**: North→4, South→16, East→11, West→9
```
### Step 2: Copy Template
```bash
cp -r scenes/kq4_placeholder_template scenes/kq4_XXX_room_name
mv scenes/kq4_XXX_room_name/kq4_placeholder_template.gd scenes/kq4_XXX_room_name/kq4_XXX_room_name.gd
mv scenes/kq4_XXX_room_name/kq4_placeholder_template.tscn scenes/kq4_XXX_room_name/kq4_XXX_room_name.tscn
```
### Step 3: Copy Visual Image
```bash
cp kq4-sierra-decompile/rooms/kq4-XXX-room-name/pic_XXX_visual.png scenes/kq4_XXX_room_name/
```
### Step 4: Create Import File
Reference the template import file, remember to use create_uid.py to create a uid
### Step 5: Update .tscn File - Transition Pieces
When adding a transition piece to the CURRENT room that leads to a DESTINATION room:
- **Node name**: The node name should match the destination room name (e.g., `kq4_016_graveyard`)
- **target**: The SCENE UID of the destination room (from the destination's .tscn file)
- **appear_at_node**: The NAME of the transition node in the DESTINATION room that leads BACK to the current room. This is almost always the name of the current room, as it it is saying which exit in the destination room to transition move the player to.
- **label**: Human-readable name for the destination (e.g., "Graveyard")
Example - Adding a south exit from room 010 to room 016:
```gdscript
[node name="kq4_016_graveyard" parent="." instance=ExtResource("4_abc")]
position = Vector2(910, 542)
polygon = PackedVector2Array(-108, 454, -87, 649, 376, 658, 348, 381)
appear_at_node = "kq4_010_forest_path" # Name of transition in ROOM 016 that goes back to 010
target = "uid://621uqunr9pm" # Scene UID of room 016
label = "Graveyard"
[node name="entrance" parent="kq4_016_graveyard" index="0"]
position = Vector2(118, 514)
[node name="exit" parent="kq4_016_graveyard" index="1"]
position = Vector2(151, 615)
```
Then add the signal connection in the current room:
```gdscript
[connection signal="interacted" from="kq4_016_graveyard" to="." method="_on_graveyard_interacted"]
```
And add the handler in the current room's .gd file:
```gdscript
func _on_graveyard_interacted() -> void:
$kq4_016_graveyard.default_script(self)
```
### Step 6: Update .gd File
Remove template functions and add only handlers for connected rooms:
```gdscript
extends Scene
func _on_forest_path_interacted() -> void:
$kq4_010_forest_path.default_script(self)
```
### Step 7: Update the Destination Room
For each exit you add, you need to add a corresponding transition in the DESTINATION room that leads back to the current room.
Example - In room 016 (Graveyard), add north exit back to room 010:
```gdscript
[node name="kq4_010_forest_path" parent="." instance=ExtResource("4_abc")]
position = Vector2(910, -213)
polygon = PackedVector2Array(-108, 454, -87, 649, 376, 658, 348, 381)
appear_at_node = "kq4_010_forest_path" # Name of THIS transition (room 016's exit to 010)
target = "uid://bxsxv6esxljit" # Scene UID of room 010 (the room we're going TO)
label = "Forest Path"
[node name="entrance" parent="kq4_010_forest_path" index="0"]
position = Vector2(133, 643)
[node name="exit" parent="kq4_010_forest_path" index="1"]
position = Vector2(174, 519)
[connection signal="interacted" from="kq4_010_forest_path" to="." method="_on_forest_path_interacted"]
```
Then add the handler in room 016's .gd file:
```gdscript
func _on_forest_path_interacted() -> void:
$kq4_010_forest_path.default_script(self)
```
### Summary: target vs appear_at_node
| Field | Value | Meaning |
|-------|-------|---------|
| `target` | Scene UID of destination room | Which scene to load |
| `appear_at_node` | Node name of exit in destination room | Which transition in that scene should appear at
## Room Number Mapping
Reference the spec for cardinal direction matches
## Existing Rooms
Currently created rooms:
- kq4_003_fountain_pool (room 003)
- kq4_004_ogres_cottage (room 004)
- kq4_010_forest_path (room 010)
- kq4_011_enchanted_grove (room 011)
- kq4_019_coastal_cliffs (room 019)
- kq4_020_meadow (room 020)
- kq4_025_beach_at_river_delta (room 025)
## Key Files
- Template: `scenes/kq4_placeholder_template/`
- Room specs: `kq4-sierra-decompile/rooms/kq4-XXX-room-name/`
- TransitionPiece: `TransitionPiece.tscn`
- Base Scene class: `Scene.gd`