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