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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# REPEATER — Task-loop corruption
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# Drifts to last known player position, stops, fires a rotating burst loop.
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# Does not re-track the player — stuck completing a subroutine.
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# ---------------------------------------------------------------------------
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const ENEMY_PROJECTILE = preload("res://scenes/enemies/enemy_projectile.tscn")
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enum State { DRIFTING, FIRING }
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var max_health: float = 24.0
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var current_health: float = 24.0
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var speed: float = 60.0
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var contact_damage: float = 0.5
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var contact_cooldown: float = 0.8
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const BURST_SIZE := 3 # shots per burst
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const SHOT_INTERVAL := 0.18 # seconds between shots within a burst
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const BURST_PAUSE := 1.8 # seconds after burst completes before rotating
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const ROTATE_STEP := 0.3491 # 20° in radians
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var _player: Node2D = null
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var _state: State = State.DRIFTING
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var _target_pos: Vector2
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var _target_set: bool = false
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var _fire_angle: float = 0.0
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var _shot_count: int = 0
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var _shot_timer: float = 0.0
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var _contact_timer: float = 0.0
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var _flash_timer: float = 0.0
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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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_fire_angle = randf() * TAU # random initial burst direction
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func _physics_process(delta: float) -> void:
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_find_player()
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_tick_contact(delta)
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_tick_flash(delta)
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match _state:
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State.DRIFTING:
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_do_drift()
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State.FIRING:
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_do_fire(delta)
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move_and_slide()
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func _find_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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# ---------------------------------------------------------------------------
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# Drift toward last known position, then lock and fire
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# ---------------------------------------------------------------------------
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func _do_drift() -> void:
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if _player == null:
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velocity = Vector2.ZERO
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return
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# Capture target position once
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if not _target_set:
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_target_pos = _player.global_position
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_target_set = true
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var diff := _target_pos - global_position
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if diff.length() < 12.0:
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velocity = Vector2.ZERO
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# Aim first burst toward player
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if _player != null:
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_fire_angle = (_player.global_position - global_position).angle()
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_state = State.FIRING
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_shot_count = 0
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_shot_timer = 0.0
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else:
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velocity = diff.normalized() * speed
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# ---------------------------------------------------------------------------
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# Stationary burst loop — fire 3, pause, rotate 20° CW, repeat
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# ---------------------------------------------------------------------------
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func _do_fire(delta: float) -> void:
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velocity = Vector2.ZERO
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_shot_timer -= delta
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if _shot_timer > 0.0:
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return
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if _shot_count < BURST_SIZE:
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_fire_projectile()
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_shot_count += 1
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_shot_timer = SHOT_INTERVAL
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else:
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# Burst done — rotate 20° clockwise and reset
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_fire_angle += ROTATE_STEP
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_shot_count = 0
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_shot_timer = BURST_PAUSE
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func _fire_projectile() -> void:
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var proj = ENEMY_PROJECTILE.instantiate()
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proj.position = (get_parent() as Node2D).to_local(global_position)
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proj.direction = Vector2.from_angle(_fire_angle)
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proj.speed = 280.0
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proj.damage = 1.0
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proj.max_range = 520.0
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get_parent().call_deferred("add_child", proj)
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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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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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func _tick_contact(delta: float) -> void:
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_contact_timer = maxf(_contact_timer - delta, 0.0)
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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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