extends NodeState @export var player: Player @export var animated_sprite_2d : AnimatedSprite2D @export var speed : int = 50 func _on_process(_delta : float) -> void: pass func _on_physics_process(_delta : float) -> void: var direction : Vector2 = GameInputEvents.movement_input() if direction == Vector2.UP: animated_sprite_2d.play("walk_back") elif direction == Vector2.RIGHT: animated_sprite_2d.play("walk_right") elif direction == Vector2.DOWN: animated_sprite_2d.play("walk_front") elif direction == Vector2.LEFT: animated_sprite_2d.play("walk_left") if direction != Vector2.ZERO: player.player_direction = direction player.velocity = direction * speed player.move_and_slide() func _on_next_transitions() -> void: if !GameInputEvents.is_movement_input(): transition.emit("Idle") func _on_enter() -> void: pass func _on_exit() -> void: animated_sprite_2d.stop()