extends PlayerState
@export
var idle_state: PlayerState
const TILE_SIZE: Vector2 = Vector2(GlobalConstants.TILE_SIZE, GlobalConstants.TILE_SIZE)
const TILE_TRANSITION_SPEED = 0.3
var sprite_node_position_tween: Tween
func enter() -> void:
super()
func process_input(event: InputEvent) -> PlayerState:
var direction: Vector2 = _get_movement_vector()
if direction == Vector2.ZERO:
return idle_state
return null
func process_frame(delta: float) -> PlayerState:
if Input.is_action_pressed("east"):
self.animation_name = "walk_east"
elif Input.is_action_pressed("west"):
self.animation_name = "walk_west"
elif Input.is_action_pressed("north"):
self.animation_name = "walk_north"
elif Input.is_action_pressed("south"):
self.animation_name = "walk_south"
parent.animated_sprite.play(self.animation_name)
return null