Overview
Seasonal "Easter-fy" toolkit: bright pastels, bouncy juice, egg/bunny iconography — gated by calendar + settings.
MANDATORY first read: easter_seasonal_activation_gate.gd — date window, Disable Seasonal Themes opt-out (user://settings.cfg), and Dev Override. Call refresh_activation() when settings change; never poll the calendar in _process.
Prerequisite: Do NOT Load godot-ui-theming until a base Theme resource exists — seasonal overlays inject StyleBox overrides; they do not replace foundational Theme authoring.
Seasonal Bootstrap (ordered)
- Gate — Attach easter_seasonal_activation_gate.gd; call
refresh_activation()on_readyand when settings change. - Theme — If gate active: MANDATORY easter_runtime_ui_themer.gd using tokens from easter_pastel_color_palette.gd.
- Audio — MANDATORY easter_seasonal_audio_swapper.gd to map standard UI SFX → seasonal streams.
- Juice — Layer confetti/shimmer/cursor/wobble scripts only after steps 1–3 pass (gate off = skip 2–4 entirely).
Decision Tree — Alternate Painters (pick one)
| Context | Use | Do NOT also wire |
|---|---|---|
3D mesh seasonal tint via surface_override |
easter_mesh_painter_override.gd | easter_palette_override.gd on same mesh |
| 2D/modulate or material slot swap already wired | easter_palette_override.gd or seasonal_material_swapper.gd | mesh_painter on the same target |
Core Components (Expert Easter Tools)
easter_seasonal_activation_gate.gd
MANDATORY — Date-aware manager with opt-out + Dev Override.
easter_pastel_color_palette.gd
Single source of truth for pastel Color tokens — do not hardcode hex lists in SKILL bodies or random scripts.
easter_runtime_ui_themer.gd
Runtime theme injector for applying mass pastel styles across the UI tree.
easter_squash_stretch_juice.gd
Expert 'Squash and Stretch' logic for organic egg-like interactions using Tweens.
easter_shimmer_vfx_emitter.gd
Professional 'Hidden Item' shimmer effect with additive blending and scale curves.
easter_egg_collection_tracker.gd
Expert registry for tracking hidden items with signal-based progression signals.
easter_mesh_painter_override.gd
Seasonal 3D material swapper using surface overrides to preserve base assets.
easter_wobble_physics_body.gd
Instability-driven physics body for 'Egg-like' wobbly movement.
easter_camera_pop_juice.gd
Immersive FOV 'kick' logic to emphasize collection or pop events.
easter_confetti_canon_vfx.gd
Celebratory confetti explosion with multi-colored pastel flakes.
easter_custom_cursor_manager.gd
Expert logic for swapping system mouse cursors with themed Easter icons.
easter_seasonal_audio_swapper.gd
Dynamic audio resource loader that replaces standard UI sounds with seasonal variants.
easter_palette_override.gd / seasonal_material_swapper.gd
Alternate painters — see Decision Tree — Alternate Painters above; pick one path per target.
Visual Guidelines
- Colors: Import tokens from easter_pastel_color_palette.gd (
PINK,BLUE,YELLOW,MINT,PURPLE) — never paste ad-hoc hex laundry lists into features. - Shapes: Rounded corners (
corner_radius> 8–12). Avoid sharp edges / high-contrast blacks. - VFX: Confetti, sparkles, ribbons via confetti/shimmer scripts.
NEVER Do (Expert Easter Rules)
Aesthetics & Juice
- NEVER use sharp edges or high-contrast blacks — Easter aesthetics favor rounded corners (
corner_radius > 12) and soft pastel tones. - NEVER use standard linear scaling for pops — Linear scaling feels 'robotic.' Always use
TRANS_ELASTICorTRANS_QUARTfor organic eggs. - NEVER use billboarding for Easter particles — In close-up UI or VR, billboard sparkles look flat. Use mesh-based particles or axial rotation.
Logic & Performance
- NEVER modify the original .mesh or .tres resource — Swapping materials on a shared Resource changes it for EVERY instance in the game. Always use
surface_overrideorduplicate(). - NEVER run date-checks in _process — Checking the system calendar every frame is wasteful. Run
Time.get_date_dict_from_system()once on_readyor event trigger via the activation gate. - NEVER ignore the 'No-Seasonal' toggle — Some players hate seasonal overrides. Always provide a 'Disable Seasonal Themes' option in settings (wired through the gate's ConfigFile keys).
Elite Theming Hooks
- Dynamic Z-Ordering: Use
RenderingServer.canvas_item_set_draw_index()to dynamically move collected egg particles to the front of the UI stack without reparenting nodes. - Physics Interpolation: When using
TRANS_ELASTICtweens on physics-driven eggs, invokeRenderingServer.canvas_item_reset_physics_interpolation()to prevent visual "jitter" on the first frame of the pop animation. - StyleBox Overrides: Use
Control.add_theme_stylebox_override("panel", my_stylebox)instead of modifying the global Theme to isolate seasonal changes to specific UI modules.
Expert Easter Implementation
1. Custom-Mouse-Cursor (Juice)
MANDATORY: easter_custom_cursor_manager.gd — always set a hotspot (bunny-ear tip / base).
2. Themed-Sound-Loaders
MANDATORY: easter_seasonal_audio_swapper.gd — Resource map of original → seasonal AudioStream pairs.
3. World-Environment-Override (Spring Glow)
Tween Environment ambient/tonemap/fog during a transition — never hard-cut colors mid-frame.
func _apply_spring_env(env: Environment) -> void:
var tween := create_tween()
tween.tween_property(env, "ambient_light_color", EasterPastelColorPalette.YELLOW, 2.0)
tween.tween_property(env, "tonemap_exposure", 1.2, 2.0)
tween.tween_property(env, "fog_light_color", EasterPastelColorPalette.BLUE, 2.0)
Deep recipes (on demand)
LLM-ignorance rule: if a general agent would not know it before reading, it lives here or in
scripts/— never delete, only move.
| Topic | Reference |
|---|---|
| Cursor / audio / env recipes | seasonal-implementation-recipes.md |
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- GUI skinning — Seasonal Theme swaps and StyleBox isolation.
- Using the theme editor — Author Easter Theme variants without code-only skins.
- Theme type variations — Egg/button variants without forking the whole theme.
- Particle systems (2D) — Confetti / shimmer VFX for collectible juice.
- Tween — Elastic egg pops and camera punch.
- Environment and post-processing — Spring WorldEnvironment glow/fog tweens.
- Theme — Runtime seasonal Theme assignment.
- Input — Custom bunny cursor hotspots.
- AudioStreamPlayer — Seasonal SFX bank playback.
- RenderingServer — Draw-index and physics-interpolation fixes for juiced eggs.
- GPUParticles2D — Confetti canons and shimmer emitters.
- Environment — Ambient/tonemap/fog seasonal overrides.
Related Skills
Prerequisites
- godot-ui-theming — Base Theme architecture before seasonal overlays.
- godot-project-foundations — Asset folders and activation gates for seasonal packs.
- godot-resource-data-patterns — Sound override maps and palette Resources.
- godot-signal-architecture — Collection trackers and seasonal activation events.
Complements
- godot-tweening — Elastic TRANS pops and camera juice.
- godot-particles — Confetti/shimmer emitters without reinventing GPUParticles.
- godot-audio-systems — Seasonal SFX banks and bus routing.
- godot-2d-animation — Squash/stretch juice on collectibles.
- godot-camera-systems — Camera pop punches on egg collect.
- godot-3d-lighting — Environment spring glow when the game is 3D.
Downstream / consumers
- godot-genre-party — Seasonal party modes often reuse this juice stack.
- godot-genre-puzzle — Collectible egg hunts as light puzzle content.
- godot-game-loop-collection — Collection loops that consume seasonal trackers.
- godot-monte-carlo-balancer — If egg rewards gate progression, validate drop economies.
Master
- godot-master — Library router and mirrored module entry for seasonal themes.