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