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func _process(delta):

var velocity = Vector2()  

if Input.is_action_pressed("ui_right"):
    velocity.x += 1
if Input.is_action_pressed("ui_left"):
    velocity.x -= 1
if Input.is_action_pressed("ui_down"):
    velocity.y += 1
if Input.is_action_pressed("ui_up"):
    velocity.y -= 1
if velocity.length() > 1:
    velocity = velocity.normalized() * speed
    $AnimatedSprite.play()
else:
    $AnimatedSprite.stop()
position += velocity * delta
position.x = clamp(position.x, 0, screen_size.x)
position.y = clamp(position.y, 0, screen_size.y)
if velocity.x != 0:
    $AnimatedSprite.animation = "walk"
$AnimatedSprite.flip_v = false
$AnimatedSprite.flip_h = velocity.x < 0                              
    elif velocity.y != 0:
 $AnimatedSprite.animation = "up"
 $AnimatedSprite.flip_v = velocity.y > 0

line 20, any tips?

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Indentation matters i godot script, make sure your code is indented correctly so that the elif is at the same depth as the if.

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