Add lever and jump pad components with activation logic

This commit is contained in:
2025-04-25 22:41:35 +02:00
parent 9b2ca61163
commit 8959fd4b9f
323 changed files with 12844 additions and 18 deletions

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@@ -0,0 +1,40 @@
class_name CageComponent
extends Node
@export var lever: LeverComponent
@export var root: Node2D
@export var move_value: Vector2 = Vector2(0, -100)
@export var tween_duration: float = 0.5
@export var should_free: bool = true
func _ready() -> void:
await get_tree().process_frame
if not lever:
var levers_nodes := get_tree().get_nodes_in_group("levers")
print("Found levers: ", levers_nodes)
for lever_node in levers_nodes:
var lever_component: LeverComponent = lever_node.get_node_or_null("LeverComponent")
print("Lever component: ", lever_component)
if lever_component:
lever_component.activated.connect(on_lever_activated)
else:
lever.activated.connect(on_lever_activated)
if not root:
printerr("CageComponent: root is not set.")
return
func on_lever_activated() -> void:
print("Lever activated, moving cage.")
var tween: Tween = create_tween()
var end_position: Vector2 = root.position + move_value
tween.tween_property(root, "position", end_position, tween_duration)
tween.tween_callback(_on_tween_completed)
func _on_tween_completed() -> void:
if not should_free:
return
root.queue_free()

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@@ -0,0 +1,2 @@
class_name CanBeLaunchedComponent
extends Node

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@@ -6,9 +6,9 @@ var has_fade_away: bool = false
@export var area2d: Area2D
@export var collectable_data: CollectableResource
signal collected(amount: int)
func _ready() -> void:
if area2d:
area2d.body_entered.connect(_on_area2d_body_entered)
@@ -20,6 +20,7 @@ func _ready() -> void:
if root.has_node("FadeAwayComponent"):
has_fade_away = true
func _on_area2d_body_entered(body: Node2D) -> void:
if body.has_node("CanPickUpComponent"):
collected.emit(collectable_data.amount)

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@@ -0,0 +1,40 @@
class_name JumpPadComponent
extends Node
@export var jump_force: float = 10.0
@export var area2d: Area2D
@export var sprite2d: Sprite2D
@export var start_animation_index: int = 0
@export var animation_duration: float = 0.5
func _ready() -> void:
if not area2d:
printerr("JumpPadComponent: area2d is not set.")
return
if not sprite2d:
printerr("JumpPadComponent: sprite2d is not set.")
return
area2d.body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node2D) -> void:
var can_be_launched: CanBeLaunchedComponent = body.get_node_or_null("CanBeLaunchedComponent")
if not can_be_launched:
return
if body is PlayerController:
handle_launchpad_animation()
body.velocity.y = -jump_force
func handle_launchpad_animation() -> void:
if not sprite2d:
return
var timer := get_tree().create_timer(animation_duration)
sprite2d.frame = start_animation_index + 1
await timer.timeout
sprite2d.frame = start_animation_index

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@@ -0,0 +1,37 @@
class_name LeverComponent
extends Node
@export var area2d: Area2D
@export var sprite2d: Sprite2D
@export var start_animation_index: int = 0
@export var animation_duration: float = 0.5
signal activated
func _ready() -> void:
if not area2d:
printerr("LeverComponent: area2d is not set.")
return
if not sprite2d:
printerr("LeverComponent: sprite2d is not set.")
return
area2d.body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node2D) -> void:
var trigger_lever: TriggerLeverComponent = body.get_node_or_null("TriggerLeverComponent")
if not trigger_lever:
return
activate()
func activate() -> void:
print("Lever activated.")
activated.emit()
sprite2d.frame = start_animation_index + 1
var timer := get_tree().create_timer(animation_duration)
await timer.timeout
sprite2d.frame = start_animation_index

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@@ -0,0 +1,2 @@
class_name TriggerLeverComponent
extends Node