Initial commit — Station 0 vertical slice in progress

Includes full design documentation (ARCHITECTURE, DESIGN_NOTES, CONTENT_SPEC, PRODUCTION_NOTES)
and active Godot 4 / GDScript codebase. Core systems built: player, floor generation,
room system, enemy base, body part upgrades, run manager, save system, HUD, EventBus.
This commit is contained in:
Station 0 Dev
2026-03-04 12:33:05 -05:00
commit 342175f4c3
66 changed files with 4683 additions and 0 deletions
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extends CharacterBody2D
# ---------------------------------------------------------------------------
# ANCHOR — Structural integrity corruption
# Pathfinds to nearest wall, locks in. Fires slow homing projectiles.
# Does not move once anchored.
# ---------------------------------------------------------------------------
const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
enum State { SEEKING, ANCHORED }
var max_health: float = 40.0
var current_health: float = 40.0
var speed: float = 95.0
var contact_damage: float = 0.5
var contact_cooldown: float = 0.8
const SHOT_COOLDOWN := 2.2
# Room interior half-extents (960×540 room, 32px walls, 16px gap buffer)
const INNER_HALF_X := 432.0
const INNER_HALF_Y := 222.0
var _player: Node2D = null
var _state: State = State.SEEKING
var _target_wall: Vector2
var _shot_timer: float = 1.0 # initial fire delay
var _contact_timer: float = 0.0
var _flash_timer: float = 0.0
@onready var visual: Node2D = $Visual
func _ready() -> void:
add_to_group("enemies")
$ContactArea.body_entered.connect(_on_contact_entered)
_compute_wall_target()
# ---------------------------------------------------------------------------
# Find the nearest wall face and set it as the target
# ---------------------------------------------------------------------------
func _compute_wall_target() -> void:
var room_center: Vector2 = (get_parent() as Node2D).global_position
var lp: Vector2 = global_position - room_center
var d_left: float = lp.x - (-INNER_HALF_X)
var d_right: float = INNER_HALF_X - lp.x
var d_up: float = lp.y - (-INNER_HALF_Y)
var d_down: float = INNER_HALF_Y - lp.y
var md: float = minf(minf(d_left, d_right), minf(d_up, d_down))
if md == d_left:
_target_wall = room_center + Vector2(-INNER_HALF_X, lp.y)
elif md == d_right:
_target_wall = room_center + Vector2( INNER_HALF_X, lp.y)
elif md == d_up:
_target_wall = room_center + Vector2(lp.x, -INNER_HALF_Y)
else:
_target_wall = room_center + Vector2(lp.x, INNER_HALF_Y)
func _physics_process(delta: float) -> void:
_find_player()
_tick_contact(delta)
_tick_flash(delta)
match _state:
State.SEEKING:
_do_seek()
State.ANCHORED:
_do_anchored(delta)
move_and_slide()
func _find_player() -> void:
if _player == null or not is_instance_valid(_player):
_player = get_tree().get_first_node_in_group("player")
# ---------------------------------------------------------------------------
# Move toward the nearest wall, then lock in
# ---------------------------------------------------------------------------
func _do_seek() -> void:
var diff := _target_wall - global_position
if diff.length() < 12.0:
velocity = Vector2.ZERO
_state = State.ANCHORED
else:
velocity = diff.normalized() * speed
# ---------------------------------------------------------------------------
# Stationary — fire slow homing projectiles at the player
# ---------------------------------------------------------------------------
func _do_anchored(delta: float) -> void:
velocity = Vector2.ZERO
_shot_timer -= delta
if _shot_timer <= 0.0 and _player != null:
_fire_at_player()
_shot_timer = SHOT_COOLDOWN
func _fire_at_player() -> void:
var dir := (_player.global_position - global_position).normalized()
var proj = ENEMY_PROJECTILE.instantiate()
proj.position = (get_parent() as Node2D).to_local(global_position)
proj.direction = dir
proj.speed = 120.0
proj.damage = 1.0
proj.max_range = 720.0
proj.homing = true
proj.homing_target = _player
get_parent().call_deferred("add_child", proj)
func take_damage(amount: float) -> void:
current_health -= amount
_flash_timer = 0.1
if current_health <= 0.0:
_die()
func _die() -> void:
_spawn_drop()
queue_free()
func _spawn_drop() -> void:
var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
orb.position = (get_parent() as Node2D).to_local(global_position)
get_parent().call_deferred("add_child", orb)
func _on_contact_entered(body: Node) -> void:
if body.is_in_group("player") and _contact_timer == 0.0:
body.take_damage(contact_damage)
_contact_timer = contact_cooldown
func _tick_contact(delta: float) -> void:
_contact_timer = maxf(_contact_timer - delta, 0.0)
func _tick_flash(delta: float) -> void:
if _flash_timer > 0.0:
_flash_timer -= delta
visual.modulate = Color(2.5, 2.5, 2.5)
else:
visual.modulate = Color(1.0, 1.0, 1.0)