Add collectable types and implement level unlocking mechanics; enhance player state management
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34
scripts/components/exit_door_component.gd
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34
scripts/components/exit_door_component.gd
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class_name ExitDoorComponent
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extends Node
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@export var locked: bool = true
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@export var exit_area: Area2D
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@export var door_sprite: Sprite2D
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@export var opened_door_sfx: AudioStreamPlayer2D
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@export var opened_door_frame: int = 0
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signal exit_triggered
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@onready var gm: GM = $"/root/GameManager"
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func _ready() -> void:
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if not exit_area:
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printerr("ExitDoorComponent: exit_area is not set.")
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return
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exit_area.body_entered.connect(on_exit_area_body_entered)
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func unlock() -> void:
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locked = false
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if door_sprite:
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door_sprite.frame = opened_door_frame
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if opened_door_sfx:
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opened_door_sfx.play()
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func on_exit_area_body_entered(_body: Node2D) -> void:
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if locked:
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return
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exit_triggered.emit()
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gm.try_to_go_to_next_level()
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