arc-mastery
Use when designing motion paths, character movement trajectories, gesture animations, or any motion that should feel natural rather than robotic.
Use when applying a specific Easter holiday theme (Eggs, Bunnies, Pastels) to a game.
---
name: godot-theme-easter
description: Use when applying a specific Easter holiday theme (Eggs, Bunnies, Pastels) to a game.
---
# Easter Theme (Aesthetics & Juice)
## Overview
This skill provides the assets and logic to "Easter-fy" a game. It focuses on the **Classic Easter** aesthetic: bright pastels, bouncy animations, and egg/bunny iconography.
## Core Components (Expert Easter Tools)
### [easter_squash_stretch_juice.gd](scripts/easter_squash_stretch_juice.gd)
Expert 'Squash and Stretch' logic for organic egg-like interactions using Tweens.
### [easter_runtime_ui_themer.gd](scripts/easter_runtime_ui_themer.gd)
Runtime theme injector for applying mass pastel styles across the UI tree.
### [easter_shimmer_vfx_emitter.gd](scripts/easter_shimmer_vfx_emitter.gd)
Professional 'Hidden Item' shimmer effect with additive blending and scale curves.
### [easter_seasonal_activation_gate.gd](scripts/easter_seasonal_activation_gate.gd)
Date-aware manager for automatic activation of seasonal event content.
### [easter_egg_collection_tracker.gd](scripts/easter_egg_collection_tracker.gd)
Expert registry for tracking hidden items with signal-based progression signals.
### [easter_mesh_painter_override.gd](scripts/easter_mesh_painter_override.gd)
Seasonal 3D material swapper using surface overrides to preserve base assets.
### [easter_wobble_physics_body.gd](scripts/easter_wobble_physics_body.gd)
Instability-driven physics body for 'Egg-like' wobbly movement.
### [easter_camera_pop_juice.gd](scripts/easter_camera_pop_juice.gd)
Immersive FOV 'kick' logic to emphasize collection or pop events.
### [easter_confetti_canon_vfx.gd](scripts/easter_confetti_canon_vfx.gd)
Celebratory confetti explosion with multi-colored pastel flakes.
### [easter_pastel_color_palette.gd](scripts/easter_pastel_color_palette.gd)
Static utility containing curated, harmonious Easter color tokens.
## Visual Guidelines
- **Colors**:
- Pink: `#FFC1CC`
- Cyan: `#E0FFFF`
- Yellow: `#FFFFE0`
- Mint: `#98FF98`
- **Shapes**: Rounded corners (`corner_radius` > 8px). Avoid sharp edges.
- **VFX**: Confetti, sparkles, and ribbons.
## 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_ELASTIC` or `TRANS_QUART` for 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_override` or `duplicate()`.
- **NEVER run date-checks in _process** — Checking the system calendar every frame is wasteful. Run `Time.get_date_dict_from_system()` once on `_ready` or event trigger.
- **NEVER ignore the 'No-Seasonal' toggle** — Some players hate seasonal overrides. Always provide a 'Disable Seasonal Themes' option in settings.
### Polish
- **NEVER have 'Static' collectibles** — If a player finds an egg, it MUST react (wobble, sparkle, or pop). Dead items feel like bugs.
- **NEVER skip the camera feedback** — A collect event without a subtle camera shake or lens kick feels 'hollow.'
---
name: godot-theme-easter
description: Use when applying a specific Easter holiday theme (Eggs, Bunnies, Pastels) to a game.
---
# Easter Theme (Aesthetics & Juice)
## Overview
This skill provides the assets and logic to "Easter-fy" a game. It focuses on the **Classic Easter** aesthetic: bright pastels, bouncy animations, and egg/bunny iconography.
## Core Components (Expert Easter Tools)
### [easter_squash_stretch_juice.gd](scripts/easter_squash_stretch_juice.gd)
Expert 'Squash and Stretch' logic for organic egg-like interactions using Tweens.
### [easter_runtime_ui_themer.gd](scripts/easter_runtime_ui_themer.gd)
Runtime theme injector for applying mass pastel styles across the UI tree.
### [easter_shimmer_vfx_emitter.gd](scripts/easter_shimmer_vfx_emitter.gd)
Professional 'Hidden Item' shimmer effect with additive blending and scale curves.
### [easter_seasonal_activation_gate.gd](scripts/easter_seasonal_activation_gate.gd)
Date-aware manager for automatic activation of seasonal event content.
### [easter_egg_collection_tracker.gd](scripts/easter_egg_collection_tracker.gd)
Expert registry for tracking hidden items with signal-based progression signals.
### [easter_mesh_painter_override.gd](scripts/easter_mesh_painter_override.gd)
Seasonal 3D material swapper using surface overrides to preserve base assets.
### [easter_wobble_physics_body.gd](scripts/easter_wobble_physics_body.gd)
Instability-driven physics body for 'Egg-like' wobbly movement.
### [easter_camera_pop_juice.gd](scripts/easter_camera_pop_juice.gd)
Immersive FOV 'kick' logic to emphasize collection or pop events.
### [easter_confetti_canon_vfx.gd](scripts/easter_confetti_canon_vfx.gd)
Celebratory confetti explosion with multi-colored pastel flakes.
### [easter_pastel_color_palette.gd](scripts/easter_pastel_color_palette.gd)
Static utility containing curated, harmonious Easter color tokens.
## Visual Guidelines
- **Colors**:
- Pink: `#FFC1CC`
- Cyan: `#E0FFFF`
- Yellow: `#FFFFE0`
- Mint: `#98FF98`
- **Shapes**: Rounded corners (`corner_radius` > 8px). Avoid sharp edges.
- **VFX**: Confetti, sparkles, and ribbons.
## 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_ELASTIC` or `TRANS_QUART` for 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_override` or `duplicate()`.
- **NEVER run date-checks in _process** — Checking the system calendar every frame is wasteful. Run `Time.get_date_dict_from_system()` once on `_ready` or event trigger.
- **NEVER ignore the 'No-Seasonal' toggle** — Some players hate seasonal overrides. Always provide a 'Disable Seasonal Themes' option in settings.
### Polish
- **NEVER have 'Static' collectibles** — If a player finds an egg, it MUST react (wobble, sparkle, or pop). Dead items feel like bugs.
- **NEVER skip the camera feedback** — A collect event without a subtle camera shake or lens kick feels 'hollow.'
Imported from the listed AgentSkill.sh category. Complete supplied package files and notices are retained. Required external tools and credentials are not installed. No bundled code was executed during import. Individual agent task behavior has not been tested.