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.
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extends CharacterBody2D
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# ---------------------------------------------------------------------------
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# Stats — override in derived enemy types
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# ---------------------------------------------------------------------------
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var max_health: float = 10.0
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var current_health: float = 10.0
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var speed: float = 60.0
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var contact_damage: float = 1.0
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var contact_cooldown: float = 0.8
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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var _player: Node2D = null
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@onready var visual: Node2D = $Visual
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func _ready() -> void:
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add_to_group("enemies")
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$ContactArea.body_entered.connect(_on_contact_entered)
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func _physics_process(delta: float) -> void:
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_contact_timer = maxf(_contact_timer - delta, 0.0)
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_tick_flash(delta)
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_chase_player()
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move_and_slide()
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# ---------------------------------------------------------------------------
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# AI — simple chaser
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# ---------------------------------------------------------------------------
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func _chase_player() -> void:
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if _player == null or not is_instance_valid(_player):
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_player = get_tree().get_first_node_in_group("player")
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if _player != null:
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velocity = (_player.global_position - global_position).normalized() * speed
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else:
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velocity = Vector2.ZERO
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# ---------------------------------------------------------------------------
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# Damage / death
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# ---------------------------------------------------------------------------
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func take_damage(amount: float) -> void:
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current_health -= amount
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_flash_timer = 0.1
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if current_health <= 0.0:
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_die()
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func _die() -> void:
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_spawn_drop()
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queue_free()
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func _spawn_drop() -> void:
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var orb = preload("res://scenes/enemies/currency_orb.tscn").instantiate()
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orb.position = (get_parent() as Node2D).to_local(global_position)
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get_parent().call_deferred("add_child", orb)
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# ---------------------------------------------------------------------------
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# Contact damage
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# ---------------------------------------------------------------------------
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func _on_contact_entered(body: Node) -> void:
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if body.is_in_group("player") and _contact_timer == 0.0:
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body.take_damage(contact_damage)
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_contact_timer = contact_cooldown
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# ---------------------------------------------------------------------------
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# Hit flash
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# ---------------------------------------------------------------------------
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func _tick_flash(delta: float) -> void:
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if _flash_timer > 0.0:
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_flash_timer -= delta
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visual.modulate = Color(2.5, 2.5, 2.5)
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else:
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visual.modulate = Color(1.0, 1.0, 1.0)
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