extends State export (NodePath) var idle_node onready var idle_state: State = get_node(idle_node) var can_fire = true func enter() -> void: .enter() parent.set_hurtbox(false) state_timeout.start() can_fire = true func process_input(_event: InputEvent) -> State: # if move_component.get_movement_direction() != 0.0: # return move_state # move_component.wants_jump() move_component.get_movement_direction() # if Input.is_action_just_pressed('dash'): # return dash_state return null func process_frame(delta: float) -> State: if state_timeout.time_left == 0: return idle_state return null func process_physics(delta: float) -> State: if can_fire: # trying to do this in the physics because irrecular behavior parent.shoot_projectile() can_fire = false parent.velocity.y += gravity * delta parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) # if move_component.flipped_sprite == true: # animations.flip_h = parent.direction.x > 0 # else: # animations.flip_h = parent.direction.x < 0 return null