extends PlayerState func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: print("entering running") player.move_and_slide() func _state_physics_update(_delta: float) -> void: var movement_vector: Vector2 = player.get_movement_vector() var direction: Vector2 = movement_vector.normalized() player.velocity = direction * player.max_speed player.move_and_slide() if movement_vector.length() <= player.DEADZONE: finished.emit(IDLE) return elif Input.is_action_just_pressed("hit_left"): finished.emit(HITTING, {hit_dir = "left"}) return elif Input.is_action_just_pressed("hit_right"): finished.emit(HITTING, {hit_dir = "right"}) return if abs(player.velocity.x) > abs(player.velocity.y): player.anim_dir = 'right' if player.velocity.x > 0 else 'left' else: player.anim_dir = 'down' if player.velocity.y > 0 else 'up' player.sprite.play(player.anim_dir) print("physupdate") func _exit() -> void: player.sprite.stop() print("exit")