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- extends PlayerState
- var can_land := true
- @export var castle: Node = null
- func enter(_msg := {}) -> void:
- player.direction = 1
- player.stop_all_timers()
- await Global.level_complete_begin
- state_machine.transition_to("LevelExit")
- func physics_update(_delta: float) -> void:
- player.velocity.y = 125
- player.velocity.x = 0
- player.sprite.scale.x = player.direction
- if player.is_on_floor():
- if can_land:
- can_land = false
- player.global_position.x += 10
- player.direction = -1
- player.sprite.speed_scale = 0
- else:
- player.sprite.speed_scale = 2
- player.play_animation("FlagSlide")
- player.move_and_slide()
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