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- extends PlayerState
- const SLOW_SPEED := 300.0
- const FAST_SPEED := 800.0
- var old_layers := []
- func enter(_msg := {}) -> void:
- player.can_hurt = false
- player.set_collision_mask_value(1, false)
- player.set_collision_mask_value(2, false)
- func physics_update(_delta: float) -> void:
- player.velocity = Input.get_vector("move_left_0", "move_right_0", "move_up_0", "move_down_0") * (FAST_SPEED if Input.is_action_pressed("run_0") else SLOW_SPEED)
- player.move_and_slide()
- if Input.is_action_just_pressed("jump_0"):
- state_machine.transition_to("Normal")
- func exit() -> void:
- player.can_hurt = false
- player.set_collision_mask_value(1, true)
- player.set_collision_mask_value(2, true)
- player.velocity = Vector2.ZERO
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