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 ROOM_SCENE = preload("res://scenes/run/rooms/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 # how far from wall edge the player appears
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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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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var _rooms: Dictionary = {} # Vector2i -> Room
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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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var floor_num: int = max(RunManager.current_floor, 1)
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_build_floor(FloorGenerator.generate(floor_num))
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func _build_floor(floor_data: Array) -> void:
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var start_pos := Vector2i.ZERO
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for room_data in floor_data:
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var room_node: Room = ROOM_SCENE.instantiate()
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room_node.position = _grid_to_world(room_data.grid_pos)
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rooms_container.add_child(room_node)
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room_node.setup(room_data, self)
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_rooms[room_data.grid_pos] = room_node
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if room_data.type == RoomData.RoomType.START:
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start_pos = room_data.grid_pos
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# Snap camera + player to start room
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var world_start := _grid_to_world(start_pos)
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camera.position = world_start
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player.global_position = world_start
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_current_grid = start_pos
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_rooms[start_pos].activate()
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# ---------------------------------------------------------------------------
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# Transitions
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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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# Teleport player to the entry side of the new room immediately
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player.global_position = new_world + _entry_offset(from_direction)
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# Activate the room (may spawn enemies) — we're outside physics here
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_rooms[target_grid].activate()
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# Slide the camera
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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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# Player exits through `from_direction`; they enter the new room
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# from the opposite side.
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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) # enter at bottom
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"down": return Vector2(0, -ROOM_H / 2.0 + i) # enter at top
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"left": return Vector2( ROOM_W / 2.0 - i, 0) # enter at right
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"right": return Vector2(-ROOM_W / 2.0 + i, 0) # enter at left
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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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