mcpbeat

Godot Theme Easter

thedivergentai/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.

9k tokens
context cost
the whole folder, loaded on every use
17
files
ships runnable scripts
0
copies elsewhere
how many repositories repackaged it
451
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-theme-easter

The instruction itself

36 sections, as written by the author

Godot 4.7 Baseline

  • Expert patterns in this skill target Godot 4.7+ (stable, 2026-06-18).
  • Consult the Godot 4.7 migration guide when upgrading projects from 4.6.
  • NEVER assume 4.6 defaults (stretch mode, audio area_mask, RichTextLabel percent flags) without checking 4.7 migration notes.

Easter Theme (Aesthetics & Juice)

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 _ready and when settings change.
  • Theme — If gate active: MANDATORY easter_runtime_ui_themer.gd using tokens from easter_pastel_color_palette.gd.
  • AudioMANDATORY 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_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 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_ELASTIC tweens on physics-driven eggs, invoke RenderingServer.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

Prerequisites
Complements
Downstream / consumers
Master
  • godot-master — Library router and mirrored module entry for seasonal themes.

How to use it

Copy the folder

Take thedivergentai/godot-theme-easter from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.