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 CanvasLayer
# ---------------------------------------------------------------------------
# Layout constants (screen space: 1920 x 1080)
# ---------------------------------------------------------------------------
const SCREEN_W := 1920.0
const SCREEN_H := 1080.0
const PANEL_W := 620.0
const PANEL_H := 500.0
const LINE_H := 36.0
const LIST_PAD_X := 24.0
const LIST_PAD_Y := 60.0
const BG_COLOR := Color(0.06, 0.07, 0.12, 0.94)
const CURSOR_COLOR := Color(0.9, 0.85, 0.3, 1)
const NORMAL_COLOR := Color(0.75, 0.75, 0.85, 1)
const EQUIPPED_COLOR := Color(0.4, 0.9, 0.6, 1)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
var _items: Array = [] # Array[BodyPartData] — sorted by slot
var _cursor: int = 0
var _item_labels: Array = [] # Array[Label]
# ---------------------------------------------------------------------------
# UI nodes (built once in _ready)
# ---------------------------------------------------------------------------
var _bg: Polygon2D
var _title_lbl: Label
var _hint_lbl: Label
var _list_root: Node2D # parent for item labels (positioned in screen space)
# ---------------------------------------------------------------------------
# Boot
# ---------------------------------------------------------------------------
func _ready() -> void:
_build_static_ui()
hide()
func _build_static_ui() -> void:
var cx := SCREEN_W / 2.0
var cy := SCREEN_H / 2.0
var hw := PANEL_W / 2.0
var hh := PANEL_H / 2.0
# Background panel
_bg = Polygon2D.new()
_bg.polygon = PackedVector2Array([
Vector2(-hw, -hh), Vector2(hw, -hh),
Vector2( hw, hh), Vector2(-hw, hh),
])
_bg.color = BG_COLOR
_bg.position = Vector2(cx, cy)
add_child(_bg)
# Title
_title_lbl = Label.new()
_title_lbl.text = "— ARMORY —"
_title_lbl.position = Vector2(cx - 60, cy - hh + 14)
add_child(_title_lbl)
# Hint bar
_hint_lbl = Label.new()
_hint_lbl.text = "[↑↓] Navigate [Enter] Equip [Esc] Close"
_hint_lbl.position = Vector2(cx - hw + LIST_PAD_X, cy + hh - 30)
add_child(_hint_lbl)
# Container node for item labels
_list_root = Node2D.new()
_list_root.position = Vector2(cx - hw + LIST_PAD_X, cy - hh + LIST_PAD_Y)
add_child(_list_root)
# ---------------------------------------------------------------------------
# Input
# ---------------------------------------------------------------------------
func _input(event: InputEvent) -> void:
if not visible:
return
if event.is_action_pressed("ui_up"):
_cursor = wrapi(_cursor - 1, 0, maxi(1, _items.size()))
_refresh_labels()
get_viewport().set_input_as_handled()
elif event.is_action_pressed("ui_down"):
_cursor = wrapi(_cursor + 1, 0, maxi(1, _items.size()))
_refresh_labels()
get_viewport().set_input_as_handled()
elif event.is_action_pressed("ui_accept"):
_equip_selected()
get_viewport().set_input_as_handled()
elif event.is_action_pressed("ui_cancel"):
hide()
get_viewport().set_input_as_handled()
# ---------------------------------------------------------------------------
# Open — call from hub.gd
# ---------------------------------------------------------------------------
func open() -> void:
_rebuild_items()
_cursor = 0
_refresh_labels()
show()
# ---------------------------------------------------------------------------
# Rebuild item list from UpgradeManager
# ---------------------------------------------------------------------------
func _rebuild_items() -> void:
_items.clear()
for path: String in UpgradeManager.acquired_part_paths:
if path == "":
continue
var part := load(path) as BodyPartData
if part:
_items.append(part)
# Sort by slot order so the list groups naturally
var slot_order := UpgradeManager.SLOTS
_items.sort_custom(func(a, b): return slot_order.find(a.slot) < slot_order.find(b.slot))
# Destroy old labels
for lbl: Label in _item_labels:
lbl.queue_free()
_item_labels.clear()
# Create one label per item
for i in _items.size():
var lbl := Label.new()
lbl.position = Vector2(0, i * LINE_H)
_list_root.add_child(lbl)
_item_labels.append(lbl)
func _refresh_labels() -> void:
for i in _item_labels.size():
var part: BodyPartData = _items[i]
var equipped_path: String = UpgradeManager.equipped_parts.get(part.slot, "")
var is_equipped := equipped_path == part.resource_path
var is_cursor := i == _cursor
var slot_tag := "[%s]" % part.slot.to_upper()
var equip_tag := "" if is_equipped else ""
var lbl: Label = _item_labels[i]
lbl.text = ("%s %s%s" % [slot_tag, part.display_name, equip_tag]).lstrip("")
if is_cursor:
lbl.add_theme_color_override("font_color", CURSOR_COLOR)
elif is_equipped:
lbl.add_theme_color_override("font_color", EQUIPPED_COLOR)
else:
lbl.add_theme_color_override("font_color", NORMAL_COLOR)
# ---------------------------------------------------------------------------
# Equip the part under the cursor
# ---------------------------------------------------------------------------
func _equip_selected() -> void:
if _items.is_empty():
return
var part: BodyPartData = _items[_cursor]
UpgradeManager.equip_part(part)
_refresh_labels()
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extends CanvasLayer
# ---------------------------------------------------------------------------
# Heart geometry — two polygons per slot: background (dark) + fill (red)
# ---------------------------------------------------------------------------
# Full heart, centered at origin, ~40 wide x 36 tall
var HEART_FULL := PackedVector2Array([
Vector2( 0, 18), Vector2(-15, 3), Vector2(-20, -6),
Vector2(-15, -15), Vector2(-6, -18), Vector2(-2, -14),
Vector2( 0, -11),
Vector2( 2, -14), Vector2( 6, -18), Vector2(15, -15),
Vector2( 20, -6), Vector2(15, 3),
])
# Left half only — used for the half-heart fill
var HEART_HALF := PackedVector2Array([
Vector2( 0, 18), Vector2(-15, 3), Vector2(-20, -6),
Vector2(-15, -15), Vector2(-6, -18), Vector2(-2, -14),
Vector2( 0, -11),
])
const FULL_COLOR := Color(0.90, 0.10, 0.10) # bright red
const EMPTY_COLOR := Color(0.18, 0.04, 0.04) # dark maroon (background)
const HEART_SPACING := 52 # px between heart centers
const ORIGIN := Vector2(32, 32) # center of first heart (screen px)
# ---------------------------------------------------------------------------
# Boss bar
# ---------------------------------------------------------------------------
const BOSS_BAR_W := 400.0
const BOSS_BAR_H := 18.0
const BOSS_BAR_POS := Vector2(280.0, 490.0) # top-left corner (960×540 viewport)
# ---------------------------------------------------------------------------
# State
# ---------------------------------------------------------------------------
# Each entry: { "bg": Polygon2D, "fill": Polygon2D }
var _slots: Array = []
var _credits_label: Label
# Boss bar nodes (null when not active)
var _boss_bar_root: Node2D = null
var _boss_bar_fill: Polygon2D = null
var _boss_bar_label: Label = null
var _boss_max_hp: float = 1.0
# ---------------------------------------------------------------------------
# Boot
# ---------------------------------------------------------------------------
func _ready() -> void:
EventBus.player_health_changed.connect(_on_health_changed)
EventBus.credits_changed.connect(_on_credits_changed)
EventBus.boss_health_changed.connect(_on_boss_health_changed)
EventBus.boss_died.connect(_on_boss_died)
_build_credits_label()
# Initialise once the scene is fully set up
call_deferred("_init_from_player")
func _init_from_player() -> void:
var p = get_tree().get_first_node_in_group("player")
if p:
_rebuild(p.stats.max_health, p.stats.current_health)
else:
_rebuild(6.0, 6.0)
# ---------------------------------------------------------------------------
# Build / rebuild all heart slots
# ---------------------------------------------------------------------------
func _rebuild(max_hp: float, current_hp: float) -> void:
for slot in _slots:
slot["bg"].queue_free()
slot["fill"].queue_free()
_slots.clear()
var num_hearts := int(max_hp / 2.0)
for i in num_hearts:
var center := ORIGIN + Vector2(i * HEART_SPACING, 0)
# Background — always visible, shows the "empty" container
var bg := Polygon2D.new()
bg.polygon = HEART_FULL
bg.color = EMPTY_COLOR
bg.position = center
add_child(bg)
# Fill — overlaid on top; polygon shape changes per fill level
var fill := Polygon2D.new()
fill.polygon = HEART_FULL
fill.color = FULL_COLOR
fill.position = center
add_child(fill)
_slots.append({"bg": bg, "fill": fill})
_update_display(current_hp)
# ---------------------------------------------------------------------------
# Update fill polygons to reflect current health
# ---------------------------------------------------------------------------
func _update_display(current_hp: float) -> void:
for i in _slots.size():
var fill: Polygon2D = _slots[i]["fill"]
var hp_in_slot := current_hp - i * 2.0
if hp_in_slot >= 2.0:
fill.polygon = HEART_FULL
fill.visible = true
elif hp_in_slot >= 1.0:
fill.polygon = HEART_HALF
fill.visible = true
else:
fill.visible = false
# ---------------------------------------------------------------------------
# Credits label
# ---------------------------------------------------------------------------
func _build_credits_label() -> void:
_credits_label = Label.new()
_credits_label.position = Vector2(16, 72)
_credits_label.text = "SCRAP: %d" % UpgradeManager.hub_credits
add_child(_credits_label)
func _on_credits_changed(new_total: int) -> void:
_credits_label.text = "SCRAP: %d" % new_total
# ---------------------------------------------------------------------------
# Signal handler
# ---------------------------------------------------------------------------
func _on_health_changed(current_hp: float, max_hp: float) -> void:
var num_hearts := int(max_hp / 2.0)
if num_hearts != _slots.size():
_rebuild(max_hp, current_hp)
else:
_update_display(current_hp)
# ---------------------------------------------------------------------------
# Boss health bar
# ---------------------------------------------------------------------------
func _on_boss_health_changed(current_hp: float, max_hp: float) -> void:
if _boss_bar_root == null:
_build_boss_bar(max_hp)
_boss_max_hp = max_hp
_update_boss_bar(current_hp)
func _on_boss_died() -> void:
if _boss_bar_root != null:
_boss_bar_root.queue_free()
_boss_bar_root = null
_boss_bar_fill = null
_boss_bar_label = null
func _build_boss_bar(max_hp: float) -> void:
_boss_max_hp = max_hp
_boss_bar_root = Node2D.new()
_boss_bar_root.position = BOSS_BAR_POS
add_child(_boss_bar_root)
# Name label
_boss_bar_label = Label.new()
_boss_bar_label.text = "THE SUPERVISOR"
_boss_bar_label.position = Vector2(0, -22)
_boss_bar_root.add_child(_boss_bar_label)
# Background
var bg := Polygon2D.new()
bg.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])
bg.color = Color(0.15, 0.05, 0.05)
_boss_bar_root.add_child(bg)
# Fill
_boss_bar_fill = Polygon2D.new()
_boss_bar_fill.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(BOSS_BAR_W, 0),
Vector2(BOSS_BAR_W, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])
_boss_bar_fill.color = Color(0.85, 0.1, 0.1)
_boss_bar_root.add_child(_boss_bar_fill)
func _update_boss_bar(current_hp: float) -> void:
if _boss_bar_fill == null:
return
var pct := clampf(current_hp / _boss_max_hp, 0.0, 1.0)
var w := BOSS_BAR_W * pct
_boss_bar_fill.polygon = PackedVector2Array([
Vector2(0, 0), Vector2(w, 0),
Vector2(w, BOSS_BAR_H), Vector2(0, BOSS_BAR_H),
])