extends Node class_name PlayerStanding const speed_scale = 1 const animation_name = "standing up" func input(actor): actor.show() pass func process(actor): actor.get_animated_sprite().animation = animation_name actor.get_animated_sprite().speed_scale = speed_scale actor.get_animated_sprite().flip_h = actor.velocity.x < 0 func physics_process(actor, delta): var collision = actor.move_and_collide(Vector2(0.0, 0.0) * delta) if collision: collision.collider.on_collide(actor) func sprite_finished(actor): actor.state = actor.PlayerState.NORMAL actor.get_animated_sprite().flip_h = false