godot-theme-easter
Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-theme-easterIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill provides a comprehensive set of Godot components for Easter-themed seasonal effects. It includes a date-based activation system, UI theming logic, and various visual juice components. All identified behaviors are legitimate and serve the skill's primary purpose.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
4/4 files flagged
What does this agent skill do?
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.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-theme-easter">View godot-theme-easter on skillZs</a>