Why did KinematicBody2D stop moving on action_pressed after putting AnimatedSprite?

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By luci3000

My player node’s structure is:

KinematicBody2D > (AnimatedSprite, CollisionShape2D, Camera2D)

This is my movement function:

func _physics_process(delta): 
	motion.y += GRAVITY 
	if motion.y > MAXFALLSPEED:
		motion.y = MAXFALLSPEED  

motion.x = clamp(motion.x, -MAXSPEED, MAXSPEED)  

if Input.is_action_pressed("right"):
	animated_sprite.animation = "walk-left"
	animated_sprite.flip_h = true
	motion.x += ACCEL
elif Input.is_action_pressed("left"):
	animated_sprite.animation = "walk-left"
	animated_sprite.flip_h = false
	motion.x -= ACCEL
	motion.x = lerp(motion.x, 0, 0.2) 
	animated_sprite.animation = "standing"
if is_on_floor():
	if Input.is_action_just_pressed("jump"):
		motion.y = -JUMPFORCE
motion = move_and_slide(motion, UP)

It was working perfectly when I was using a Sprite node as a placeholder. Then as soon as I changed to an AnimatedSprite, even before putting the animation changes on code, it stopped working. It is currently triggering the animation but moving about two pixels and stopping. I’m able to move vertically, though. How is the AnimatedSprite interfering with the movement and why?
Thanks in advance for any help.

I just realized the indentation is wrong here, but on the Godot editor it’s right, just this textbox messing with the formatting.

luci3000 | 2023-01-01 20:51

:bust_in_silhouette: Reply From: luci3000

Just figured it out, for some reason the Capsule shape for the collision was not behaving, changed it to Rectangle and it worked. I’m leaving the question up in case anybody knows the reason and cares to explain.