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 parent.velocity.x = move_component.desired_movement_vector.x * move_speed parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) if parent.velocity.x > 0: parent.direction.x = 1 elif parent.velocity.x < 0: parent.direction.x = -1 parent.transform.x.x = parent.direction.x if parent.is_on_floor(): return idle_state return null