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()