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