extends EntityBase class_name Rooster func register(): attackCooldownMap[0] = 200 attackCooldownMap[1] = 6000 func ai(): texture.play("walk") var direction = Vector2( Input.get_axis("m_left", "m_right"), Input.get_axis("m_up", "m_down") ) move(direction) if direction.length() == 0: texture.play("idle") if Input.is_action_pressed("attack"): tryAttack(0) elif Input.is_action_pressed("attack2"): tryAttack(1) elif Input.is_action_pressed("smallSkill"): tryAttack(2) elif Input.is_action_pressed("superSkill"): tryAttack(3) for i in range(3): if Input.is_action_pressed("cardSkill" + str(i)): tryAttack(4 + i) if Input.is_action_just_pressed("sprint"): trySprint() if Input.is_action_just_pressed("heal"): tryHeal(20) func sprint(): move(Vector2( Input.get_axis("m_left", "m_right"), Input.get_axis("m_up", "m_down") ) * sprintMultiplier, true)