extends PlayerState func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: print("entering walking") player.move_and_slide() func _state_physics_update(_delta: float) -> void: #region player physics var direction: Vector2 = player.get_movement_vector() #direction = direction.normalized() # unneeded with 4 way movement player.velocity = direction * player.max_speed * player.speed_mult player.move_and_slide() if player.wrapping: player.position.x = wrapf(player.position.x, player.x_min_wrap, player.x_max_wrap) player.position.y = wrapf(player.position.y, player.y_min_wrap, player.y_max_wrap) #endregion if watch_state([WALKING]): return #region player animation if direction.y > 0: player.sprite.play("walk_down") elif direction.y < 0: player.sprite.play("walk_up") elif direction.x > 0: player.sprite.play("walk_right") elif direction.x < 0: player.sprite.play("walk_left") #endregion