extends PlayerState var dashSpeed = 400 var direccionDash = 1 func state_enter_state(msg := {}): player.canDash = false player.velocity.y = Input.get_axis("ui_up","ui_down") * dashSpeed player.velocity.x = Input.get_axis("ui_left","ui_right") * dashSpeed # if $"../../Sprite2D".flip_h: # direccionDash = -1 # else: # direccionDash = 1 $DashTimer.start() func state_physics_process(delta): # # player.velocity.x = direccionDash * dashSpeed # print(player.velocity) player.move_and_slide() func _on_dash_timer_timeout(): state_machine.transition_to("Idle")