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() 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_pressed("hit_left"): finished.emit(HITTING, {hit_dir = "left"}) return elif Input.is_action_pressed("hit_right"): finished.emit(HITTING, {hit_dir = "right"}) return