extends Node class_name PlayerAttack func run(actor, delta): actor.getAnimatedSprite().animation = "slash" actor.getAnimatedSprite().speed_scale = 4 var velocity = actor.last_process_velocity velocity = velocity.normalized() * actor.speed if velocity.length() > 0: actor.getAnimatedSprite().play() actor.position += velocity * delta * 0.5 actor.position.x = clamp(actor.position.x, 0, actor.get_viewport_rect().size.x) actor.position.y = clamp(actor.position.y, 0, actor.get_viewport_rect().size.y) actor.getAnimatedSprite().flip_h = velocity.x < 0 func spriteFinished(actor): actor.state = actor.PlayerState.NORMAL actor.getAnimatedSprite().flip_h = false actor.getAnimatedSprite().speed_scale = 1