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
# ---------------------------------------------------------------------------
# Node refs
# ---------------------------------------------------------------------------
@onready var stats: Node = $Stats
@onready var body: Node2D = $Body
@onready var shoot_origin: Marker2D = $ShootOrigin
const PROJECTILE = preload("res://scenes/player/projectile.tscn")
const IFRAME_DURATION := 0.8
var _shoot_timer: float = 0.0
var _iframe_timer: float = 0.0
func _ready() -> void:
add_to_group("player")
# ---------------------------------------------------------------------------
# Physics
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
_handle_movement()
_handle_shooting(delta)
_handle_iframes(delta)
move_and_slide()
# ---------------------------------------------------------------------------
# Movement — WASD, 8-directional (direct key checks, no input map needed)
# ---------------------------------------------------------------------------
func _handle_movement() -> void:
var input_dir := Vector2.ZERO
if Input.is_physical_key_pressed(KEY_W): input_dir.y -= 1
if Input.is_physical_key_pressed(KEY_S): input_dir.y += 1
if Input.is_physical_key_pressed(KEY_A): input_dir.x -= 1
if Input.is_physical_key_pressed(KEY_D): input_dir.x += 1
if input_dir.length() > 1.0:
input_dir = input_dir.normalized()
velocity = input_dir * stats.speed
if input_dir.x != 0.0:
body.scale.x = sign(input_dir.x)
# ---------------------------------------------------------------------------
# Shooting — Arrow keys via built-in ui_ actions (always available in Godot)
# ---------------------------------------------------------------------------
func _handle_shooting(delta: float) -> void:
_shoot_timer = maxf(_shoot_timer - delta, 0.0)
var shoot_dir := Vector2.ZERO
if Input.is_action_pressed("ui_up"):
shoot_dir = Vector2.UP
elif Input.is_action_pressed("ui_down"):
shoot_dir = Vector2.DOWN
elif Input.is_action_pressed("ui_left"):
shoot_dir = Vector2.LEFT
elif Input.is_action_pressed("ui_right"):
shoot_dir = Vector2.RIGHT
if shoot_dir != Vector2.ZERO and _shoot_timer == 0.0:
_fire(shoot_dir)
_shoot_timer = 1.0 / stats.fire_rate
func _fire(direction: Vector2) -> void:
if stats.scatter_count <= 1:
_spawn_projectile(direction)
else:
var spread := deg_to_rad(stats.scatter_spread_deg)
var step := spread / float(stats.scatter_count - 1)
var start := direction.angle() - spread / 2.0
for i in stats.scatter_count:
_spawn_projectile(Vector2.from_angle(start + step * i))
func _spawn_projectile(dir: Vector2) -> void:
var proj: Area2D = PROJECTILE.instantiate()
proj.global_position = shoot_origin.global_position
proj.direction = dir
proj.damage = stats.damage
proj.max_range = stats.range_
proj.ricochet = stats.ricochet
proj.explosive = stats.explosive
proj.explosion_radius = stats.explosion_radius
proj.explosion_damage = stats.explosion_damage
get_parent().add_child(proj)
# ---------------------------------------------------------------------------
# Iframes — flash body during invincibility
# ---------------------------------------------------------------------------
func _handle_iframes(delta: float) -> void:
if _iframe_timer <= 0.0:
body.modulate = Color(1, 1, 1, 1)
return
_iframe_timer -= delta
# Visible flash every 0.1s
body.modulate = Color(1, 1, 1, 0.25) if fmod(_iframe_timer, 0.2) < 0.1 else Color(1, 1, 1, 1)
# ---------------------------------------------------------------------------
# Damage / death
# ---------------------------------------------------------------------------
func take_damage(amount: float) -> void:
if _iframe_timer > 0.0:
return
stats.current_health -= amount
_iframe_timer = IFRAME_DURATION
EventBus.player_health_changed.emit(stats.current_health, stats.max_health)
if stats.current_health <= 0.0:
_die()
func _die() -> void:
RunManager.end_run(false)
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extends Node
# ---------------------------------------------------------------------------
# Base stats — no upgrades equipped
# ---------------------------------------------------------------------------
const BASE_SPEED := 200.0
const BASE_MAX_HEALTH := 6.0 # 6 HP = 3 full hearts
const BASE_DAMAGE := 3.5
const BASE_FIRE_RATE := 3.5 # shots per second
const BASE_RANGE := 400.0
const BASE_PROJ_SPEED := 520.0
# ---------------------------------------------------------------------------
# Live stats (recalculated from base + equipped parts + run items)
# ---------------------------------------------------------------------------
var speed: float = BASE_SPEED
var max_health: float = BASE_MAX_HEALTH
var current_health: float = BASE_MAX_HEALTH
var damage: float = BASE_DAMAGE
var fire_rate: float = BASE_FIRE_RATE
var range_: float = BASE_RANGE
var proj_speed: float = BASE_PROJ_SPEED
# ---------------------------------------------------------------------------
# Run-item behavior flags (recomputed each recalculate — never saved)
# ---------------------------------------------------------------------------
var ricochet: bool = false
var scatter_count: int = 1
var scatter_spread_deg: float = 0.0
var explosive: bool = false
var explosion_radius: float = 0.0
var explosion_damage: float = 0.0
# New item flags
var coolant_leak: bool = false
var scrap_magnet: bool = false
var memory_spike: bool = false
var rust_coat: bool = false
var static_discharge: bool = false
var fragmented_map: bool = false
var overclock: bool = false
var damage_reduction: float = 0.0
var discharge_radius: float = 64.0
var discharge_damage: float = 1.0
var magnet_radius: float = 0.0
# ---------------------------------------------------------------------------
# Body-part behavior flags (recomputed each recalculate)
# ---------------------------------------------------------------------------
var shield_projector: bool = false
func _ready() -> void:
EventBus.body_part_equipped.connect(_on_part_equipped)
recalculate()
if RunManager.player_health_carry > 0.0:
current_health = minf(RunManager.player_health_carry, max_health)
RunManager.player_health_carry = -1.0
func recalculate() -> void:
speed = BASE_SPEED + UpgradeManager.get_stat_modifier("speed")
max_health = BASE_MAX_HEALTH + UpgradeManager.get_stat_modifier("max_health")
damage = BASE_DAMAGE + UpgradeManager.get_stat_modifier("damage")
fire_rate = BASE_FIRE_RATE + UpgradeManager.get_stat_modifier("fire_rate")
range_ = BASE_RANGE + UpgradeManager.get_stat_modifier("range")
proj_speed = BASE_PROJ_SPEED + UpgradeManager.get_stat_modifier("proj_speed")
_apply_run_items()
_apply_part_flags()
current_health = minf(current_health, max_health)
func _apply_run_items() -> void:
ricochet = false
scatter_count = 1
scatter_spread_deg = 0.0
explosive = false
explosion_radius = 0.0
explosion_damage = 0.0
coolant_leak = false
scrap_magnet = false
memory_spike = false
rust_coat = false
static_discharge = false
fragmented_map = false
overclock = false
damage_reduction = 0.0
discharge_radius = 64.0
discharge_damage = 1.0
magnet_radius = 0.0
for item: RunItem in RunManager.run_items:
match item.effect:
RunItem.Effect.STAT_MOD:
match item.stat_key:
"speed": speed += item.stat_delta
"max_health": max_health += item.stat_delta
"damage": damage += item.stat_delta
"fire_rate": fire_rate += item.stat_delta
"range": range_ += item.stat_delta
RunItem.Effect.RICOCHET:
ricochet = true
RunItem.Effect.SCATTER:
scatter_count = maxi(scatter_count, item.scatter_count)
scatter_spread_deg = maxf(scatter_spread_deg, item.scatter_spread_deg)
RunItem.Effect.EXPLOSIVE:
explosive = true
explosion_radius = maxf(explosion_radius, item.explosion_radius)
explosion_damage = maxf(explosion_damage, item.explosion_damage)
RunItem.Effect.COOLANT_LEAK:
coolant_leak = true
RunItem.Effect.SCRAP_MAGNET:
scrap_magnet = true
magnet_radius = maxf(magnet_radius, item.magnet_radius)
RunItem.Effect.MEMORY_SPIKE:
memory_spike = true
RunItem.Effect.RUST_COAT:
rust_coat = true
damage_reduction = maxf(damage_reduction, item.damage_reduction)
RunItem.Effect.STATIC_DISCHARGE:
static_discharge = true
discharge_radius = maxf(discharge_radius, item.discharge_radius)
discharge_damage = maxf(discharge_damage, item.discharge_damage)
RunItem.Effect.FRAGMENTED_MAP:
fragmented_map = true
RunItem.Effect.OVERCLOCK:
overclock = true
fire_rate *= 1.4
func _apply_part_flags() -> void:
shield_projector = false
# Scatter from body parts (accumulate with run item scatter)
for slot in UpgradeManager.SLOTS:
var part := UpgradeManager.get_equipped_part(slot)
if part == null:
continue
if part.shield_projector:
shield_projector = true
if part.mod_scatter_count > 0:
scatter_count = maxi(scatter_count, part.mod_scatter_count)
scatter_spread_deg = maxf(scatter_spread_deg, part.mod_scatter_spread_deg)
func heal(amount: float) -> void:
current_health = minf(current_health + amount, max_health)
func _on_part_equipped(_part: Resource, _slot: String) -> void:
recalculate()
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extends Area2D
# Set by player on spawn
var direction: Vector2 = Vector2.RIGHT
var damage: float = 3.5
var speed: float = 520.0
var max_range: float = 400.0
# Behavior flags (set from player stats)
var ricochet: bool = false
var explosive: bool = false
var explosion_radius: float = 64.0
var explosion_damage: float = 2.5
var _distance_traveled: float = 0.0
var _bounces_left: int = 1
var _bounce_cooldown: float = 0.0 # grace period after bounce to avoid re-trigger
func _ready() -> void:
rotation = direction.angle()
body_entered.connect(_on_body_entered)
func _physics_process(delta: float) -> void:
_bounce_cooldown = maxf(_bounce_cooldown - delta, 0.0)
if ricochet and _bounces_left > 0 and _bounce_cooldown == 0.0:
_check_wall_bounce(delta)
var move := direction * speed * delta
position += move
_distance_traveled += move.length()
if _distance_traveled >= max_range:
queue_free()
# ---------------------------------------------------------------------------
# Ricochet — raycast lookahead to get wall normal before physically touching
# ---------------------------------------------------------------------------
func _check_wall_bounce(delta: float) -> void:
var space := get_world_2d().direct_space_state
var reach := speed * delta + 6.0
var params := PhysicsRayQueryParameters2D.create(
global_position,
global_position + direction * reach,
1 # collision_mask: walls on layer 1
)
var result := space.intersect_ray(params)
if result and result["collider"] is StaticBody2D:
direction = direction.bounce(result["normal"])
rotation = direction.angle()
_bounces_left -= 1
_bounce_cooldown = 0.1
# ---------------------------------------------------------------------------
# Placeholder visual — yellow circle
# ---------------------------------------------------------------------------
func _draw() -> void:
draw_circle(Vector2.ZERO, 5.0, Color(1.0, 0.85, 0.2))
# ---------------------------------------------------------------------------
# Collision — differentiate walls from enemies
# ---------------------------------------------------------------------------
func _on_body_entered(body: Node) -> void:
if body is StaticBody2D:
# Wall hit — ignore during bounce cooldown (already reflected by raycast)
if _bounce_cooldown > 0.0:
return
if not ricochet or _bounces_left <= 0:
queue_free()
return
if body.has_method("take_damage"):
body.take_damage(damage)
if explosive:
_explode()
queue_free()
# ---------------------------------------------------------------------------
# Explosive — AoE damage to all enemies in radius
# ---------------------------------------------------------------------------
func _explode() -> void:
var space := get_world_2d().direct_space_state
var query := PhysicsShapeQueryParameters2D.new()
var circle := CircleShape2D.new()
circle.radius = explosion_radius
query.shape = circle
query.transform = Transform2D(0.0, global_position)
query.collision_mask = 1
for r in space.intersect_shape(query):
var c = r["collider"]
if c.has_method("take_damage"):
c.take_damage(explosion_damage)