extends Node class_name PlayerStanding func run(actor, delta): actor.getAnimatedSprite().animation = "standing up" actor.getAnimatedSprite().speed_scale = 1 var velocity = Vector2(0.0, 0.0) actor.position += velocity.normalized() * delta 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 = actor.last_process_velocity.x < 0 func spriteFinished(actor): actor.state = actor.PlayerState.NORMAL actor.getAnimatedSprite().flip_h = false