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 Resource
class_name RunItem
enum Effect {
STAT_MOD = 0, # flat stat modifier
RICOCHET = 1, # projectiles bounce off walls once
SCATTER = 2, # fire N projectiles in a spread
EXPLOSIVE = 3, # projectiles explode on hit
HEAL = 4, # immediate HP restore on pickup, no ongoing effect
COOLANT_LEAK = 5, # leaves a slow zone on taking damage
SCRAP_MAGNET = 6, # scrap tokens auto-attract within magnet_radius
MEMORY_SPIKE = 7, # first projectile per room deals 3x damage
RUST_COAT = 8, # incoming damage reduced by damage_reduction (min 1)
STATIC_DISCHARGE = 9, # AoE burst (discharge_radius) on taking damage
FRAGMENTED_MAP = 10, # reveals one unexplored room on each combat clear
OVERCLOCK = 11, # fire rate x1.4; every 3rd shot deals 0 damage
}
@export var display_name: String = ""
@export var description: String = ""
@export var effect: Effect = Effect.STAT_MOD
# STAT_MOD
@export var stat_key: String = "" # "speed"|"max_health"|"damage"|"fire_rate"|"range"
@export var stat_delta: float = 0.0
# SCATTER
@export var scatter_count: int = 3
@export var scatter_spread_deg: float = 20.0
# EXPLOSIVE
@export var explosion_radius: float = 64.0
@export var explosion_damage: float = 2.5
# HEAL — immediate HP restored on pickup (separate from stat_delta)
@export var heal_on_pickup: float = 0.0
# RUST_COAT
@export var damage_reduction: float = 1.0
# STATIC_DISCHARGE
@export var discharge_radius: float = 64.0
@export var discharge_damage: float = 1.0
# SCRAP_MAGNET
@export var magnet_radius: float = 192.0
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extends Area2D
var item: RunItem = null
func _ready() -> void:
body_entered.connect(_on_body_entered)
# Placeholder visual — cyan diamond
func _draw() -> void:
draw_colored_polygon(PackedVector2Array([
Vector2(0, -14), Vector2(10, 0), Vector2(0, 14), Vector2(-10, 0)
]), Color(0.2, 0.9, 0.85))
draw_arc(Vector2.ZERO, 16.0, 0, TAU, 24, Color(0.5, 1.0, 0.95), 1.5)
func _on_body_entered(body: Node) -> void:
if not body.is_in_group("player") or item == null:
return
RunManager.collect_item(item)
if item.heal_on_pickup > 0.0:
body.stats.heal(item.heal_on_pickup)
body.stats.recalculate()
EventBus.player_health_changed.emit(body.stats.current_health, body.stats.max_health)
_show_pickup_label()
queue_free()
func _show_pickup_label() -> void:
var lbl := Label.new()
lbl.text = item.display_name
lbl.position = global_position + Vector2(-40, -20)
lbl.modulate = Color(0.2, 1.0, 0.85)
get_tree().current_scene.add_child(lbl)
var tween := lbl.create_tween()
tween.tween_property(lbl, "position", lbl.position + Vector2(0, -60), 1.2)
tween.parallel().tween_property(lbl, "modulate:a", 0.0, 1.2)
tween.tween_callback(lbl.queue_free)