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actor_type = "Player"
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[node name="AnimatedSprite" parent="." index="0"]
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frame = 0
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animation_sequence = [ "jump" ]
landing_node = NodePath("")

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animation_sequence = [ "step", "run" ]
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attack_node = NodePath("../attack")

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attack_node = NodePath("../attack")
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idle_node = NodePath("../idle")
fall_node = NodePath("../fall")
move_node = NodePath("../move")

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idle_node = NodePath("../idle")
attack_node = NodePath("../attack")
jump_node = NodePath("../jump")

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animation_sequence = [ "roll" ]
emitter_frame_subscriptions = {
2: "roll"
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fall_node = NodePath("../fall")
idle_node = NodePath("../idle")

[node name="die" type="Node" parent="movement_state_machine" index="8"]
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animation_sequence = [ "die" ]

[node name="Hurtbox_Component" parent="." index="4"]
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collision_mask = 128
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[node name="CollisionShape2D" parent="Hurtbox_Component" index="0"]
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shape = SubResource( 89 )

[node name="Health_Component" parent="." index="6" instance=ExtResource( 7 )]
max_health = 100

[node name="Gun" type="Position2D" parent="." index="7"]
physics_interpolation_mode = 1
position = Vector2( 23, -9 )
script = ExtResource( 13 )

[node name="Cooldown" type="Timer" parent="Gun" index="0"]
wait_time = 0.5
one_shot = true

[node name="Line2D" type="Line2D" parent="Gun" index="1"]
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width = 2.0
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[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
[connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"]
[connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"]
[connection signal="state_entered" from="movement_state_machine/die" to="." method="_on_die_state_entered"]
[connection signal="health_depleted" from="Health_Component" to="." method="_on_Health_Component_health_depleted"]
