Wrong animation when pressing and no proper working gravity

Godot version

Godot 4.6.3

Question

Hi guys,
Right now, there is an issue where when I jump, the character gets stuck in the air, and only and goes down when I press my up + down keybinds. And also when I press the attack button.
Another issue I noticed was different key binds playing the same animation. Where when I press spacebar to jump, it plays the running animation instead.
Here’s the code:

extends CharacterBody2D

const SPEED = 13000.0
const JUMP_VELOCITY = -300.0

@onready var animation_tree: AnimationTree = $AnimationTree
var attacking = false
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")

func _physics_process(delta: float) -> void:
	if not is_on_floor():
		velocity.y += gravity * delta
	if Input.is_action_just_pressed("attack"):
		animation_tree.get("parameters/playback").travel("Attack")
		attacking = true
	if attacking == false:
		var input_vector = Vector2(
			Input.get_action_strength("forward") - Input.get_action_strength("backward"),
			Input.get_action_strength("jump")).normalized()
		self.velocity = input_vector * delta * SPEED
		if input_vector == Vector2.ZERO:
			animation_tree.get("parameters/playback").travel("Idle")
		elif Input.is_action_just_pressed("jump") and is_on_floor():
			animation_tree.get("parameters/playback").travel("Jump")
			animation_tree.set("parameters/Jump/BlendSpace2D/blend_position", input_vector)
			velocity.y = JUMP_VELOCITY
		else:
			animation_tree.get("parameters/playback").travel("Run")
			animation_tree.set("parameters/Idle/BlendSpace2D/blend_position", input_vector)
			animation_tree.set("parameters/Attack/BlendSpace2D/blend_position", input_vector)
			animation_tree.set("parameters/Run/BlendSpace2D/blend_position", input_vector)
		move_and_slide()

func _on_animation_tree_animation_finished(animation_tree) -> void:
	if "Attack" in animation_tree:
		attacking = false

For the wrong animation issue, the problem may be this line here:
animation_tree.get("parameters/playback").travel("Run")
But I could be wrong.