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 Node2D
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ROOM_SCENE = preload("res://scenes/run/rooms/room_base.tscn")
const ROOM_W := 960.0
const ROOM_H := 540.0
const TRANSITION_TIME := 0.25
const ENTRY_INSET := 60.0 # how far from wall edge the player appears
# ---------------------------------------------------------------------------
# Node refs
# ---------------------------------------------------------------------------
@onready var rooms_container: Node2D = $Rooms
@onready var camera: Camera2D = $Camera2D
@onready var player: Node2D = $Player
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _rooms: Dictionary = {} # Vector2i -> Room
var _current_grid: Vector2i
var _transitioning: bool = false
# ---------------------------------------------------------------------------
# Boot
# ---------------------------------------------------------------------------
func _ready() -> void:
var floor_num: int = max(RunManager.current_floor, 1)
_build_floor(FloorGenerator.generate(floor_num))
func _build_floor(floor_data: Array) -> void:
var start_pos := Vector2i.ZERO
for room_data in floor_data:
var room_node: Room = ROOM_SCENE.instantiate()
room_node.position = _grid_to_world(room_data.grid_pos)
rooms_container.add_child(room_node)
room_node.setup(room_data, self)
_rooms[room_data.grid_pos] = room_node
if room_data.type == RoomData.RoomType.START:
start_pos = room_data.grid_pos
# Snap camera + player to start room
var world_start := _grid_to_world(start_pos)
camera.position = world_start
player.global_position = world_start
_current_grid = start_pos
_rooms[start_pos].activate()
# ---------------------------------------------------------------------------
# Transitions
# ---------------------------------------------------------------------------
func transition_to(target_grid: Vector2i, from_direction: String) -> void:
if _transitioning:
return
_transitioning = true
_current_grid = target_grid
var new_world := _grid_to_world(target_grid)
# Teleport player to the entry side of the new room immediately
player.global_position = new_world + _entry_offset(from_direction)
# Activate the room (may spawn enemies) — we're outside physics here
_rooms[target_grid].activate()
# Slide the camera
var tween := create_tween()
tween.tween_property(camera, "position", new_world, TRANSITION_TIME)
tween.tween_callback(func(): _transitioning = false)
func _entry_offset(from_direction: String) -> Vector2:
# Player exits through `from_direction`; they enter the new room
# from the opposite side.
var i := ENTRY_INSET
match from_direction:
"up": return Vector2(0, ROOM_H / 2.0 - i) # enter at bottom
"down": return Vector2(0, -ROOM_H / 2.0 + i) # enter at top
"left": return Vector2( ROOM_W / 2.0 - i, 0) # enter at right
"right": return Vector2(-ROOM_W / 2.0 + i, 0) # enter at left
return Vector2.ZERO
# ---------------------------------------------------------------------------
# Helpers
# ---------------------------------------------------------------------------
func _grid_to_world(grid_pos: Vector2i) -> Vector2:
return Vector2(grid_pos.x * ROOM_W, grid_pos.y * ROOM_H)
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class_name FloorGenerator
const GRID_START := Vector2i(5, 5)
const MIN_ROOMS := 8
const MAX_ROOMS := 12
const DIRS := {
"up": Vector2i( 0, -1),
"down": Vector2i( 0, 1),
"left": Vector2i(-1, 0),
"right": Vector2i( 1, 0),
}
const OPPOSITE := {
"up": "down", "down": "up", "left": "right", "right": "left",
}
# Returns Array of RoomData covering one floor layout.
static func generate(floor_number: int) -> Array:
var rng := RandomNumberGenerator.new()
rng.randomize()
var rooms: Dictionary = {} # Vector2i -> RoomData
# --- Start room ---
var start := RoomData.new()
start.type = RoomData.RoomType.START
start.grid_pos = GRID_START
rooms[GRID_START] = start
var queue: Array = [GRID_START]
var target: int = rng.randi_range(MIN_ROOMS, MAX_ROOMS)
# --- Random walk ---
while rooms.size() < target and queue.size() > 0:
var pos: Vector2i = queue[rng.randi() % queue.size()]
for dir_name in _shuffled(rng, ["up", "down", "left", "right"]):
if rooms.size() >= target:
break
var next: Vector2i = pos + DIRS[dir_name]
if rooms.has(next):
continue
# Skip if the candidate cell already has >1 existing neighbor
# (prevents overly dense clusters)
var neighbor_count := 0
for d in DIRS.values():
if rooms.has(next + d):
neighbor_count += 1
if neighbor_count > 1:
continue
var r := RoomData.new()
r.type = RoomData.RoomType.COMBAT
r.grid_pos = next
rooms[next] = r
queue.append(next)
# Bidirectional connection
rooms[pos].connections[dir_name] = next
r.connections[OPPOSITE[dir_name]] = pos
# --- Boss: farthest room from start ---
var boss_pos := _farthest(GRID_START, rooms)
rooms[boss_pos].type = RoomData.RoomType.BOSS
# --- Item + Shop: dead-end COMBAT rooms ---
var dead_ends: Array = []
for p in rooms:
var rd: RoomData = rooms[p]
if rd.type == RoomData.RoomType.COMBAT and rd.connections.size() == 1:
dead_ends.append(p)
dead_ends.shuffle()
if dead_ends.size() >= 1:
rooms[dead_ends[0]].type = RoomData.RoomType.ITEM
if dead_ends.size() >= 2:
rooms[dead_ends[1]].type = RoomData.RoomType.SHOP
return rooms.values()
static func _shuffled(rng: RandomNumberGenerator, arr: Array) -> Array:
var result := arr.duplicate()
for i in range(result.size() - 1, 0, -1):
var j := rng.randi() % (i + 1)
var tmp = result[i]
result[i] = result[j]
result[j] = tmp
return result
static func _farthest(start: Vector2i, rooms: Dictionary) -> Vector2i:
var visited: Dictionary = {}
var queue: Array = [[start, 0]]
var farthest := start
var max_dist := 0
while queue.size() > 0:
var entry = queue.pop_front()
var pos: Vector2i = entry[0]
var dist: int = entry[1]
if visited.has(pos):
continue
visited[pos] = true
if dist > max_dist:
max_dist = dist
farthest = pos
var rd: RoomData = rooms[pos]
for connected in rd.connections.values():
if not visited.has(connected):
queue.append([connected, dist + 1])
return farthest
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extends Node2D
class_name Room
signal room_cleared
# ---------------------------------------------------------------------------
# Constants
# ---------------------------------------------------------------------------
const ROOM_W := 960.0
const ROOM_H := 540.0
const WALL_T := 32.0 # wall thickness
const DOOR_W := 80.0 # door opening on horizontal walls
const DOOR_H := 80.0 # door opening on vertical walls
const SPAWN_MARGIN := 120.0 # keep enemies away from walls when spawning
const WALL_COLOR := Color(0.18, 0.18, 0.25)
const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn")
const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
const ALL_PART_PATHS: Array[String] = [
"res://data/body_parts/head_sensor_array.tres",
"res://data/body_parts/torso_reinforced_plating.tres",
"res://data/body_parts/left_arm_rapid_fire.tres",
"res://data/body_parts/right_arm_cannon.tres",
"res://data/body_parts/legs_servo_boost.tres",
]
const ALL_ITEM_PATHS: Array[String] = [
"res://data/run_items/plating_shard.tres",
"res://data/run_items/range_booster.tres",
"res://data/run_items/overclock_chip.tres",
"res://data/run_items/ricochet_module.tres",
"res://data/run_items/scatter_core.tres",
"res://data/run_items/volatile_round.tres",
]
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var data: RoomData = null
var _floor: Node = null # reference to floor.gd node
var _enemy_count: int = 0
var _doors: Dictionary = {} # direction -> Area2D trigger
# ---------------------------------------------------------------------------
# Node refs (set by room_base.tscn)
# ---------------------------------------------------------------------------
@onready var floor_poly: Polygon2D = $Floor
@onready var walls_node: Node2D = $Walls
@onready var door_triggers: Node2D = $DoorTriggers
@onready var contents: Node2D = $Contents
# ---------------------------------------------------------------------------
# Setup — called by floor.gd after add_child
# ---------------------------------------------------------------------------
func setup(room_data: RoomData, floor_ref: Node) -> void:
data = room_data
_floor = floor_ref
_apply_floor_color()
_build_walls()
_build_door_triggers()
# ---------------------------------------------------------------------------
# Activate — called on first (and repeat) entry
# ---------------------------------------------------------------------------
func activate() -> void:
if data.visited:
_update_door_locks()
return
data.visited = true
match data.type:
RoomData.RoomType.COMBAT:
_spawn_enemies()
RoomData.RoomType.BOSS:
_spawn_boss()
RoomData.RoomType.ITEM:
_spawn_run_item()
data.cleared = true
_:
data.cleared = true
_update_door_locks()
# ---------------------------------------------------------------------------
# Floor colour by room type
# ---------------------------------------------------------------------------
func _apply_floor_color() -> void:
match data.type:
RoomData.RoomType.ITEM: floor_poly.color = Color(0.10, 0.16, 0.10)
RoomData.RoomType.SHOP: floor_poly.color = Color(0.16, 0.12, 0.08)
RoomData.RoomType.BOSS: floor_poly.color = Color(0.20, 0.08, 0.08)
_: floor_poly.color = Color(0.12, 0.12, 0.18)
# ---------------------------------------------------------------------------
# Wall generation
# ---------------------------------------------------------------------------
func _build_walls() -> void:
var hw := ROOM_W / 2.0 # 480
var hh := ROOM_H / 2.0 # 270
var hdw := DOOR_W / 2.0 # 40 — half opening width (top/bottom walls)
var hdh := DOOR_H / 2.0 # 40 — half opening height (left/right walls)
var has_up := data.connections.has("up")
var has_down := data.connections.has("down")
var has_left := data.connections.has("left")
var has_right := data.connections.has("right")
# --- Top wall ---
if has_up:
_make_wall(Rect2(-hw, -hh, hw - hdw, WALL_T)) # left of gap
_make_wall(Rect2( hdw, -hh, hw - hdw, WALL_T)) # right of gap
else:
_make_wall(Rect2(-hw, -hh, ROOM_W, WALL_T))
# --- Bottom wall ---
if has_down:
_make_wall(Rect2(-hw, hh - WALL_T, hw - hdw, WALL_T))
_make_wall(Rect2( hdw, hh - WALL_T, hw - hdw, WALL_T))
else:
_make_wall(Rect2(-hw, hh - WALL_T, ROOM_W, WALL_T))
# Side walls occupy the strip between the horizontal walls
# inner_top = -238, inner_bot = 238, gap spans -40 to +40
var inner_top := -hh + WALL_T # -238
var inner_bot := hh - WALL_T # 238
var top_seg_h := -hdh - inner_top # 198
var bot_seg_h := inner_bot - hdh # 198
var full_side := inner_bot - inner_top # 476
# --- Left wall ---
if has_left:
_make_wall(Rect2(-hw, inner_top, WALL_T, top_seg_h)) # above gap
_make_wall(Rect2(-hw, hdh, WALL_T, bot_seg_h)) # below gap
else:
_make_wall(Rect2(-hw, inner_top, WALL_T, full_side))
# --- Right wall ---
if has_right:
_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, top_seg_h))
_make_wall(Rect2(hw - WALL_T, hdh, WALL_T, bot_seg_h))
else:
_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, full_side))
func _make_wall(rect: Rect2) -> void:
var body := StaticBody2D.new()
body.collision_layer = 1
body.collision_mask = 0
body.position = rect.get_center()
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = rect.size
cs.shape = rs
body.add_child(cs)
var poly := Polygon2D.new()
var hx := rect.size.x / 2.0
var hy := rect.size.y / 2.0
poly.polygon = PackedVector2Array([
Vector2(-hx, -hy), Vector2(hx, -hy),
Vector2( hx, hy), Vector2(-hx, hy),
])
poly.color = WALL_COLOR
body.add_child(poly)
walls_node.add_child(body)
# ---------------------------------------------------------------------------
# Door triggers
# ---------------------------------------------------------------------------
func _build_door_triggers() -> void:
var hw := ROOM_W / 2.0 # 480
var hh := ROOM_H / 2.0 # 270
# Triggers sit centered on the wall face at the door opening.
# Slightly oversized so the player doesn't have to pixel-perfectly align.
var configs := {
"up": {"pos": Vector2(0, -hh + WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
"down": {"pos": Vector2(0, hh - WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
"left": {"pos": Vector2(-hw + WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
"right": {"pos": Vector2( hw - WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
}
for dir in data.connections.keys():
var cfg = configs[dir]
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2 # player layer
area.name = "Door_" + dir
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = cfg["size"]
cs.shape = rs
area.add_child(cs)
area.position = cfg["pos"]
# Use call_deferred so the transition runs outside the physics callback
area.body_entered.connect(_on_door_entered.bind(dir))
door_triggers.add_child(area)
_doors[dir] = area
func _on_door_entered(body: Node, direction: String) -> void:
if body.is_in_group("player"):
_floor.call_deferred(
"transition_to", data.connections[direction], direction
)
# ---------------------------------------------------------------------------
# Enemy spawning
# ---------------------------------------------------------------------------
# Enemy pool and count scale with floor depth per CONTENT_SPEC
func _get_enemy_pool() -> Array:
match RunManager.current_floor:
1: return [DRIFTER_SCENE, DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE]
2: return [DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
_: return [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE, ANCHOR_SCENE]
func _get_enemy_count() -> int:
match RunManager.current_floor:
1: return randi_range(1, 3)
2: return randi_range(2, 4)
_: return randi_range(2, 3)
func _spawn_enemies() -> void:
var hw := ROOM_W / 2.0 - SPAWN_MARGIN
var hh := ROOM_H / 2.0 - SPAWN_MARGIN
var pool := _get_enemy_pool()
var count := _get_enemy_count()
for i in count:
var scene = pool[randi() % pool.size()]
var enemy = scene.instantiate()
var local_pos := Vector2(randf_range(-hw, hw), randf_range(-hh, hh))
contents.add_child(enemy)
enemy.global_position = to_global(local_pos)
enemy.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED)
_enemy_count += 1
func _spawn_boss() -> void:
var boss = SUPERVISOR_SCENE.instantiate()
contents.add_child(boss)
boss.global_position = to_global(Vector2.ZERO) # room centre
boss.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED)
_enemy_count = 1
func _on_enemy_died() -> void:
_enemy_count -= 1
if _enemy_count <= 0:
data.cleared = true
if data.type == RoomData.RoomType.BOSS:
_spawn_body_part_drop()
_spawn_floor_exit()
room_cleared.emit()
_update_door_locks()
func _spawn_floor_exit() -> void:
# Visual — bright teal portal offset from body part drop (which is at center)
var poly := Polygon2D.new()
poly.polygon = PackedVector2Array([-35, -50, 35, -50, 35, 50, -35, 50])
poly.color = Color(0.2, 0.85, 0.9)
poly.position = Vector2(120, 0)
contents.add_child(poly)
var lbl := Label.new()
lbl.text = "NEXT FLOOR"
lbl.position = Vector2(85, -75)
contents.add_child(lbl)
var area := Area2D.new()
area.collision_layer = 0
area.collision_mask = 2
var cs := CollisionShape2D.new()
var rs := RectangleShape2D.new()
rs.size = Vector2(70, 100)
cs.shape = rs
area.add_child(cs)
area.position = Vector2(120, 0)
area.body_entered.connect(func(body: Node) -> void:
if body.is_in_group("player"):
RunManager.player_health_carry = body.stats.current_health
RunManager.advance_floor()
get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn"))
contents.add_child(area)
func _spawn_body_part_drop() -> void:
# Drop a random part the player hasn't yet acquired
var unacquired: Array[String] = []
for path in ALL_PART_PATHS:
if path not in UpgradeManager.acquired_part_paths:
unacquired.append(path)
if unacquired.is_empty():
return # player has every part
var chosen: String = unacquired[randi() % unacquired.size()]
var pickup = BODY_PART_PICKUP.instantiate()
pickup.part = load(chosen)
pickup.position = Vector2.ZERO # center of this room
contents.add_child(pickup)
func _spawn_run_item() -> void:
var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
var pickup = RUN_ITEM_PICKUP.instantiate()
pickup.item = load(chosen)
pickup.position = Vector2.ZERO
contents.add_child(pickup)
# ---------------------------------------------------------------------------
# Door locking
# ---------------------------------------------------------------------------
func _update_door_locks() -> void:
var is_combat := data.type == RoomData.RoomType.COMBAT \
or data.type == RoomData.RoomType.BOSS
var locked := data.visited and not data.cleared and is_combat
for area in _doors.values():
(area as Area2D).monitoring = not locked
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class_name RoomData
enum RoomType { START, COMBAT, ITEM, SHOP, BOSS }
var type: RoomType = RoomType.COMBAT
var grid_pos: Vector2i = Vector2i.ZERO
var connections: Dictionary = {} # "up"/"down"/"left"/"right" -> Vector2i
var visited: bool = false
var cleared: bool = false