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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?
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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