extends PlayerState func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: print("entering idle") player.velocity = Vector2.ZERO player.move_and_slide() #player.sprite.play(player.def_dir) #player.sprite.frame = 1 #player.sprite.pause() player.anim_player.play(player.def_dir) print("entered") func _state_physics_update(_delta: float) -> void: var movement_vector: Vector2 = player.get_movement_vector() if movement_vector.length() > player.DEADZONE: finished.emit(RUNNING) return elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_left'): finished.emit(HITTING, {"hit": "left"}) return elif Input.is_action_just_pressed('p'+str(player.id)+'_hit_right'): finished.emit(HITTING, {"hit": "right"}) return