extends StateAnimatedActor export (NodePath) var idle_node onready var idle_state: State = get_node(idle_node) func process_physics(delta: float) -> State: #parent.velocity.y += gravity * delta move_component.velocity.y += gravity * delta move_component.velocity.x = move_component.desired_movement_vector.x * move_speed move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) if move_component.get_movement_direction() != 0.0: parent.transform.x.x = move_component.get_movement_direction() if parent.is_on_floor(): return idle_state return null