extends NodeState @export var player: Player @export var animatedSprite2D: AnimatedSprite2D @onready var friction = player.friction @warning_ignore("unused_parameter") func on_process(delta: float) -> void: pass @warning_ignore("unused_parameter") func on_phyisics_process(delta: float) -> void: player.velocity.x = move_toward(player.velocity.x, 0, friction * delta) if !animatedSprite2D.is_playing(): transition.emit("idle") var direction = GameInputEvents.movement_input() if direction != 0 and animatedSprite2D.frame > 4: transition.emit("Run") if GameInputEvents.jump_input() and animatedSprite2D.frame > 4: transition.emit("Jump") func enter() -> void: animatedSprite2D.play("Land") func exit() -> void: pass