extends StateAnimatedActor export (NodePath) var idle_node onready var idle_state: State = get_node(idle_node) var flip_flop:bool = true func enter() -> void: .enter() # parent.set_hurtbox(true) if debug_state: print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) state_timeout.start() func process_physics(delta: float) -> State: if state_timeout.time_left == 0: if flip_flop: move_component.velocity.y = move_speed flip_flop = false return idle_state else: move_component.velocity.y = move_speed * - 1 flip_flop = true return idle_state move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) return null