class_name BasicStaticMovement extends Node @export var auto_call := true @export var visuals: Node2D = null func _physics_process(delta: float) -> void: if auto_call: handle_movement(delta) func handle_movement(delta: float) -> void: apply_gravity(delta) if owner.is_on_floor(): owner.velocity.x = lerpf(owner.velocity.x, 0, delta * 20) owner.move_and_slide() func apply_gravity(delta: float) -> void: owner.velocity.y += (Global.entity_gravity / delta) * delta owner.velocity.y = clamp(owner.velocity.y, -INF, Global.entity_max_fall_speed)