extends State export (NodePath) var idle_node onready var idle_state: State = get_node(idle_node) func enter() -> void: .enter() parent.velocity.x = 0 parent.set_hurtbox(false) #TODO: Error check if timer was actually instanced state_timeout.start() func process_input(_event: InputEvent) -> State: # move_component.wants_jump() move_component.get_movement_direction() 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: parent.velocity.y += gravity * delta #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) if (parent.direction.x > 0): parent.velocity.x = 1 * move_speed else: parent.velocity.x = -1 * move_speed parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) return null