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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class_name Room
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signal room_cleared
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const ROOM_W := 960.0
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const ROOM_H := 540.0
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const WALL_T := 32.0 # wall thickness
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const DOOR_W := 80.0 # door opening on horizontal walls
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const DOOR_H := 80.0 # door opening on vertical walls
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const SPAWN_MARGIN := 120.0 # keep enemies away from walls when spawning
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const WALL_COLOR := Color(0.18, 0.18, 0.25)
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const DRIFTER_SCENE = preload("res://scenes/enemies/drifter.tscn")
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const REPEATER_SCENE = preload("res://scenes/enemies/repeater.tscn")
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const ANCHOR_SCENE = preload("res://scenes/enemies/anchor.tscn")
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const SUPERVISOR_SCENE = preload("res://scenes/enemies/supervisor.tscn")
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const BODY_PART_PICKUP = preload("res://scenes/upgrades/body_part_pickup.tscn")
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const RUN_ITEM_PICKUP = preload("res://scenes/items/run_item_pickup.tscn")
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const ALL_PART_PATHS: Array[String] = [
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"res://data/body_parts/head_sensor_array.tres",
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"res://data/body_parts/torso_reinforced_plating.tres",
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"res://data/body_parts/left_arm_rapid_fire.tres",
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"res://data/body_parts/right_arm_cannon.tres",
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"res://data/body_parts/legs_servo_boost.tres",
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]
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const ALL_ITEM_PATHS: Array[String] = [
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"res://data/run_items/plating_shard.tres",
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"res://data/run_items/range_booster.tres",
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"res://data/run_items/overclock_chip.tres",
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"res://data/run_items/ricochet_module.tres",
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"res://data/run_items/scatter_core.tres",
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"res://data/run_items/volatile_round.tres",
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]
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# ---------------------------------------------------------------------------
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# State
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# ---------------------------------------------------------------------------
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var data: RoomData = null
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var _floor: Node = null # reference to floor.gd node
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var _enemy_count: int = 0
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var _doors: Dictionary = {} # direction -> Area2D trigger
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# ---------------------------------------------------------------------------
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# Node refs (set by room_base.tscn)
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# ---------------------------------------------------------------------------
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@onready var floor_poly: Polygon2D = $Floor
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@onready var walls_node: Node2D = $Walls
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@onready var door_triggers: Node2D = $DoorTriggers
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@onready var contents: Node2D = $Contents
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# ---------------------------------------------------------------------------
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# Setup — called by floor.gd after add_child
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# ---------------------------------------------------------------------------
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func setup(room_data: RoomData, floor_ref: Node) -> void:
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data = room_data
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_floor = floor_ref
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_apply_floor_color()
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_build_walls()
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_build_door_triggers()
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# ---------------------------------------------------------------------------
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# Activate — called on first (and repeat) entry
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# ---------------------------------------------------------------------------
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func activate() -> void:
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if data.visited:
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_update_door_locks()
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return
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data.visited = true
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match data.type:
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RoomData.RoomType.COMBAT:
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_spawn_enemies()
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RoomData.RoomType.BOSS:
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_spawn_boss()
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RoomData.RoomType.ITEM:
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_spawn_run_item()
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data.cleared = true
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_:
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data.cleared = true
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_update_door_locks()
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# ---------------------------------------------------------------------------
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# Floor colour by room type
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# ---------------------------------------------------------------------------
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func _apply_floor_color() -> void:
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match data.type:
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RoomData.RoomType.ITEM: floor_poly.color = Color(0.10, 0.16, 0.10)
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RoomData.RoomType.SHOP: floor_poly.color = Color(0.16, 0.12, 0.08)
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RoomData.RoomType.BOSS: floor_poly.color = Color(0.20, 0.08, 0.08)
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_: floor_poly.color = Color(0.12, 0.12, 0.18)
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# ---------------------------------------------------------------------------
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# Wall generation
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# ---------------------------------------------------------------------------
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func _build_walls() -> void:
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var hw := ROOM_W / 2.0 # 480
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var hh := ROOM_H / 2.0 # 270
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var hdw := DOOR_W / 2.0 # 40 — half opening width (top/bottom walls)
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var hdh := DOOR_H / 2.0 # 40 — half opening height (left/right walls)
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var has_up := data.connections.has("up")
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var has_down := data.connections.has("down")
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var has_left := data.connections.has("left")
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var has_right := data.connections.has("right")
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# --- Top wall ---
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if has_up:
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_make_wall(Rect2(-hw, -hh, hw - hdw, WALL_T)) # left of gap
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_make_wall(Rect2( hdw, -hh, hw - hdw, WALL_T)) # right of gap
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else:
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_make_wall(Rect2(-hw, -hh, ROOM_W, WALL_T))
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# --- Bottom wall ---
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if has_down:
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_make_wall(Rect2(-hw, hh - WALL_T, hw - hdw, WALL_T))
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_make_wall(Rect2( hdw, hh - WALL_T, hw - hdw, WALL_T))
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else:
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_make_wall(Rect2(-hw, hh - WALL_T, ROOM_W, WALL_T))
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# Side walls occupy the strip between the horizontal walls
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# inner_top = -238, inner_bot = 238, gap spans -40 to +40
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var inner_top := -hh + WALL_T # -238
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var inner_bot := hh - WALL_T # 238
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var top_seg_h := -hdh - inner_top # 198
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var bot_seg_h := inner_bot - hdh # 198
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var full_side := inner_bot - inner_top # 476
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# --- Left wall ---
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if has_left:
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_make_wall(Rect2(-hw, inner_top, WALL_T, top_seg_h)) # above gap
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_make_wall(Rect2(-hw, hdh, WALL_T, bot_seg_h)) # below gap
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else:
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_make_wall(Rect2(-hw, inner_top, WALL_T, full_side))
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# --- Right wall ---
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if has_right:
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_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, top_seg_h))
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_make_wall(Rect2(hw - WALL_T, hdh, WALL_T, bot_seg_h))
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else:
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_make_wall(Rect2(hw - WALL_T, inner_top, WALL_T, full_side))
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func _make_wall(rect: Rect2) -> void:
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var body := StaticBody2D.new()
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body.collision_layer = 1
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body.collision_mask = 0
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body.position = rect.get_center()
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var cs := CollisionShape2D.new()
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var rs := RectangleShape2D.new()
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rs.size = rect.size
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cs.shape = rs
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body.add_child(cs)
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var poly := Polygon2D.new()
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var hx := rect.size.x / 2.0
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var hy := rect.size.y / 2.0
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poly.polygon = PackedVector2Array([
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Vector2(-hx, -hy), Vector2(hx, -hy),
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Vector2( hx, hy), Vector2(-hx, hy),
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])
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poly.color = WALL_COLOR
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body.add_child(poly)
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walls_node.add_child(body)
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# ---------------------------------------------------------------------------
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# Door triggers
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# ---------------------------------------------------------------------------
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func _build_door_triggers() -> void:
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var hw := ROOM_W / 2.0 # 480
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var hh := ROOM_H / 2.0 # 270
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# Triggers sit centered on the wall face at the door opening.
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# Slightly oversized so the player doesn't have to pixel-perfectly align.
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var configs := {
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"up": {"pos": Vector2(0, -hh + WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
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"down": {"pos": Vector2(0, hh - WALL_T * 0.5), "size": Vector2(DOOR_W * 0.9, WALL_T * 1.5)},
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"left": {"pos": Vector2(-hw + WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
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"right": {"pos": Vector2( hw - WALL_T * 0.5, 0), "size": Vector2(WALL_T * 1.5, DOOR_H * 0.9)},
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}
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for dir in data.connections.keys():
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var cfg = configs[dir]
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var area := Area2D.new()
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area.collision_layer = 0
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area.collision_mask = 2 # player layer
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area.name = "Door_" + dir
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var cs := CollisionShape2D.new()
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var rs := RectangleShape2D.new()
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rs.size = cfg["size"]
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cs.shape = rs
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area.add_child(cs)
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area.position = cfg["pos"]
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# Use call_deferred so the transition runs outside the physics callback
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area.body_entered.connect(_on_door_entered.bind(dir))
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door_triggers.add_child(area)
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_doors[dir] = area
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func _on_door_entered(body: Node, direction: String) -> void:
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if body.is_in_group("player"):
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_floor.call_deferred(
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"transition_to", data.connections[direction], direction
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)
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# ---------------------------------------------------------------------------
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# Enemy spawning
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# ---------------------------------------------------------------------------
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# Enemy pool and count scale with floor depth per CONTENT_SPEC
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func _get_enemy_pool() -> Array:
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match RunManager.current_floor:
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1: return [DRIFTER_SCENE, DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE]
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2: return [DRIFTER_SCENE, DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE]
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_: return [DRIFTER_SCENE, REPEATER_SCENE, ANCHOR_SCENE, ANCHOR_SCENE]
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func _get_enemy_count() -> int:
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match RunManager.current_floor:
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1: return randi_range(1, 3)
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2: return randi_range(2, 4)
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_: return randi_range(2, 3)
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func _spawn_enemies() -> void:
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var hw := ROOM_W / 2.0 - SPAWN_MARGIN
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var hh := ROOM_H / 2.0 - SPAWN_MARGIN
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var pool := _get_enemy_pool()
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var count := _get_enemy_count()
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for i in count:
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var scene = pool[randi() % pool.size()]
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var enemy = scene.instantiate()
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var local_pos := Vector2(randf_range(-hw, hw), randf_range(-hh, hh))
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contents.add_child(enemy)
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enemy.global_position = to_global(local_pos)
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enemy.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED)
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_enemy_count += 1
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func _spawn_boss() -> void:
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var boss = SUPERVISOR_SCENE.instantiate()
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contents.add_child(boss)
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boss.global_position = to_global(Vector2.ZERO) # room centre
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boss.tree_exited.connect(_on_enemy_died, CONNECT_DEFERRED)
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_enemy_count = 1
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func _on_enemy_died() -> void:
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_enemy_count -= 1
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if _enemy_count <= 0:
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data.cleared = true
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if data.type == RoomData.RoomType.BOSS:
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_spawn_body_part_drop()
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_spawn_floor_exit()
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room_cleared.emit()
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_update_door_locks()
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func _spawn_floor_exit() -> void:
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# Visual — bright teal portal offset from body part drop (which is at center)
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var poly := Polygon2D.new()
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poly.polygon = PackedVector2Array([-35, -50, 35, -50, 35, 50, -35, 50])
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poly.color = Color(0.2, 0.85, 0.9)
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poly.position = Vector2(120, 0)
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contents.add_child(poly)
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var lbl := Label.new()
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lbl.text = "NEXT FLOOR"
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lbl.position = Vector2(85, -75)
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contents.add_child(lbl)
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var area := Area2D.new()
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area.collision_layer = 0
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area.collision_mask = 2
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var cs := CollisionShape2D.new()
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var rs := RectangleShape2D.new()
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rs.size = Vector2(70, 100)
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cs.shape = rs
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area.add_child(cs)
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area.position = Vector2(120, 0)
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area.body_entered.connect(func(body: Node) -> void:
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if body.is_in_group("player"):
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RunManager.player_health_carry = body.stats.current_health
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RunManager.advance_floor()
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get_tree().call_deferred("change_scene_to_file", "res://scenes/run/floor.tscn"))
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contents.add_child(area)
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func _spawn_body_part_drop() -> void:
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# Drop a random part the player hasn't yet acquired
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var unacquired: Array[String] = []
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for path in ALL_PART_PATHS:
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if path not in UpgradeManager.acquired_part_paths:
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unacquired.append(path)
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if unacquired.is_empty():
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return # player has every part
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var chosen: String = unacquired[randi() % unacquired.size()]
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var pickup = BODY_PART_PICKUP.instantiate()
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pickup.part = load(chosen)
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pickup.position = Vector2.ZERO # center of this room
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contents.add_child(pickup)
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func _spawn_run_item() -> void:
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var chosen: String = ALL_ITEM_PATHS[randi() % ALL_ITEM_PATHS.size()]
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var pickup = RUN_ITEM_PICKUP.instantiate()
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pickup.item = load(chosen)
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pickup.position = Vector2.ZERO
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contents.add_child(pickup)
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# ---------------------------------------------------------------------------
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# Door locking
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# ---------------------------------------------------------------------------
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func _update_door_locks() -> void:
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var is_combat := data.type == RoomData.RoomType.COMBAT \
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or data.type == RoomData.RoomType.BOSS
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var locked := data.visited and not data.cleared and is_combat
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for area in _doors.values():
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(area as Area2D).monitoring = not locked
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Reference in New Issue
Block a user