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 Node2D
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const HUB_ROOM_SCENE = preload("res://scenes/hub/rooms/hub_room_base.tscn")
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const ROOM_W := 960.0
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const ROOM_H := 540.0
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const TRANSITION_TIME := 0.25
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const ENTRY_INSET := 60.0
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# Fixed hub layout — 6 rooms arranged as:
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#
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# [Control (0,-1)]
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# |
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# [Cafe(-1,0)]-[Staging(0,0)]-[Armory(1,0)]
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# | |
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# [Shop(0,1)]----[Trophy(1,1)]
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#
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# HubRoomType: STAGING=0, ARMORY=1, CAFETERIA=2, SHOP=3, CONTROL_ROOM=4, TROPHY_ROOM=5
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const LAYOUT := [
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{"type": 0, "grid": Vector2i( 0, 0)}, # STAGING
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{"type": 4, "grid": Vector2i( 0, -1)}, # CONTROL_ROOM
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{"type": 2, "grid": Vector2i(-1, 0)}, # CAFETERIA
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{"type": 1, "grid": Vector2i( 1, 0)}, # ARMORY
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{"type": 3, "grid": Vector2i( 0, 1)}, # SHOP
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{"type": 5, "grid": Vector2i( 1, 1)}, # TROPHY_ROOM
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]
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const DIRS := {
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"up": Vector2i( 0, -1),
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"down": Vector2i( 0, 1),
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"left": Vector2i(-1, 0),
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"right": Vector2i( 1, 0),
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}
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# ---------------------------------------------------------------------------
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# Node refs
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# ---------------------------------------------------------------------------
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@onready var rooms_container: Node2D = $Rooms
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@onready var camera: Camera2D = $Camera2D
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@onready var player: Node2D = $Player
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@onready var armory_ui: CanvasLayer = $ArmoryUI
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _rooms: Dictionary = {} # Vector2i -> HubRoom
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var _current_grid: Vector2i
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var _transitioning: bool = false
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# ---------------------------------------------------------------------------
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# Boot
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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_build_hub()
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func _build_hub() -> void:
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var connections := _compute_connections()
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for entry in LAYOUT:
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var grid_pos: Vector2i = entry["grid"]
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var room_type: int = entry["type"]
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var conn: Dictionary = connections.get(grid_pos, {})
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var room_node: HubRoom = HUB_ROOM_SCENE.instantiate()
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room_node.position = _grid_to_world(grid_pos)
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rooms_container.add_child(room_node)
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room_node.setup(room_type, conn, self)
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_rooms[grid_pos] = room_node
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# Start in Staging Area; player spawns below center so the portal is visible
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var staging_world := _grid_to_world(Vector2i(0, 0))
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camera.position = staging_world
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player.global_position = staging_world + Vector2(0, 80)
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_current_grid = Vector2i(0, 0)
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func _compute_connections() -> Dictionary:
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var grid := {}
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for entry in LAYOUT:
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grid[entry["grid"]] = true
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var result := {}
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for entry in LAYOUT:
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var pos: Vector2i = entry["grid"]
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var conn := {}
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for dir_name in DIRS:
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var nb: Vector2i = pos + DIRS[dir_name]
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if grid.has(nb):
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conn[dir_name] = nb
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result[pos] = conn
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return result
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# ---------------------------------------------------------------------------
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# Transitions (identical pattern to floor.gd)
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# ---------------------------------------------------------------------------
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func transition_to(target_grid: Vector2i, from_direction: String) -> void:
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if _transitioning:
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return
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_transitioning = true
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_current_grid = target_grid
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var new_world := _grid_to_world(target_grid)
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player.global_position = new_world + _entry_offset(from_direction)
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var tween := create_tween()
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tween.tween_property(camera, "position", new_world, TRANSITION_TIME)
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tween.tween_callback(func(): _transitioning = false)
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func _entry_offset(from_direction: String) -> Vector2:
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var i := ENTRY_INSET
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match from_direction:
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"up": return Vector2(0, ROOM_H / 2.0 - i)
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"down": return Vector2(0, -ROOM_H / 2.0 + i)
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"left": return Vector2( ROOM_W / 2.0 - i, 0)
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"right": return Vector2(-ROOM_W / 2.0 + i, 0)
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return Vector2.ZERO
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# ---------------------------------------------------------------------------
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# Helpers
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# ---------------------------------------------------------------------------
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func _grid_to_world(grid_pos: Vector2i) -> Vector2:
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return Vector2(grid_pos.x * ROOM_W, grid_pos.y * ROOM_H)
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# ---------------------------------------------------------------------------
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# Armory
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# ---------------------------------------------------------------------------
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func open_armory() -> void:
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armory_ui.open()
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