Animation updates Godot (old code) (might use later)

 func update_animations(input_axis,delta):

if movement_data.slide_timer >= movement_data.slide_timer_max:

animated_sprite_2d.play("idle")

movement_data.actor_state = 0

print("actor state")

print(movement_data.actor_state)

if collisionShape[0].disabled == false:

disable_collision_node(1,false)

disable_collision_node(0,true)

change_sprite_position(0,-20)

if movement_data.actor_state == -2:

movement_data.animation_play_true = false

else:

movement_data.animation_play_true = true

if is_on_floor():

if Input.is_action_pressed("ui_left") == true or Input.is_action_pressed("ui_right") == true:

movement_data.actor_state = 0

if movement_data.actor_state == 0:

if Input.is_action_pressed("ui_left") == false and Input.is_action_pressed("ui_right") == false:

movement_data.actor_state = -2

if input_axis != 0:

animated_sprite_2d.flip_h = (input_axis < 0)

if movement_data.actor_state == 0:

animated_sprite_2d.play("run")

if movement_data.actor_state == -4:

animated_sprite_2d.play("jump")

if movement_data.actor_state == 0 or movement_data.actor_state == -4:

if collisionShape[0].disabled == true:

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

#if movement_data.actor_state == -7:

#print(movement_data.actor_state)

#animated_sprite_2d.play("slide")

#print("slide")

if input_axis == 0:

if movement_data.animation_play_true == true:

if movement_data.slide_timer >= (movement_data.slide_timer_max*delta):

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

movement_data.animation_play_true = false

movement_data.actor_state = -2

if animated_sprite_2d.frame == 4 and movement_data.actor_state == -3:

movement_data.animation_play_true = false

movement_data.actor_state = -2

if movement_data.actor_state == -4:

if animated_sprite_2d.frame == 2:

animated_sprite_2d.play("jump")

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

movement_data.animation_play_true = false

movement_data.actor_state = -2

if Input.is_action_just_pressed("shoot"):

animated_sprite_2d.play("shoot")

movement_data.animation_play_true = true

movement_data.actor_state = -3

if movement_data.animation_play_true == false and movement_data.actor_state == -2:

animated_sprite_2d.play("idle")

if Input.is_action_pressed("ui_down") and not Input.is_action_pressed("ui_accept"):

var wall_normal = get_wall_normal()

if movement_data.slide_timer >= (movement_data.slide_timer_max*delta):

if wall_normal.y >= position.y-32:

movement_data.animation_play_true = false

movement_data.actor_state = -2

print("idle")

else:

movement_data.actor_state = -7

print("slideRun")

#collisionShape[1].position.y = -20

if Input.is_action_just_released("ui_down"):

movement_data.actor_state = -2

animated_sprite_2d.play("idle")

if collisionShape[0].disabled == true:

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

if movement_data.slide_timer >= movement_data.slide_timer_max:

movement_data.animation_play_true = false

movement_data.actor_state = 0

if movement_data.actor_state == -7:

if movement_data.slide_timer < movement_data.slide_timer_max:

movement_data.animation_play_true = true

if movement_data.animation_play_true == true:

print(movement_data.slide_timer)

if collisionShape[0].disabled == false:

animated_sprite_2d.play("slide")

disable_collision_node(1,false)

disable_collision_node(0,true)

change_sprite_position(0,-20)

if not is_on_floor():

if movement_data.actor_state == -4 and animated_sprite_2d.frame == 2:

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

animated_sprite_2d.pause()

movement_data.actor_state = -2

if Input.is_action_just_pressed("ui_accept"):

movement_data.actor_state = -4

disable_collision_node(0,false)

disable_collision_node(1,true)

change_sprite_position(0,-20)

if collisionShape[0].disabled == false:

disable_collision_node(1,false)

disable_collision_node(0,true)

change_sprite_position(0,-20)

#collisionShape[1].position.y = -20

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