class Player(CharacterBody2D)
  signal health_changed(new_value)
  signal died()
  enum State { IDLE, RUN, JUMP, FALL }
  const MAX_SPEED = 300.0
  const ACCEL = 50.0
  const ENEMY_SCENE = preload("res://enemy.tscn")
  @export var speed: float
  @export_range var max_health: int
  @export @onready var sprite: Sprite2D
  var current_health: int
  func _ready() → void
  func _physics_process(delta) → void
  func take_damage(amount) → bool
  func heal(amount) → void
  static func from_dict(data) → Player
  func _private_helper()
  func get_very_long_return_type_name_to_test_truncation() → VeryLongReturnTypeNameToTestTr
class Inventory
  func add(item) → void
  func remove(item) → bool
