Yeah, thats what I thought, only I get an error...
_on_AnimatedSprite_animation_finished': Method expected 1 arguments, but called with 0..
....if I give the function an 'anim_name' argument and then chuck in the if statement
if anim_name == "Land":
Is the signal passing back the actual name of the animation thats just finished playing, or just the fact that one is finished playing?
Im trying to move on from the tutorials in the GDQuest 2D Platformer course, so yes this syntax works, its part of the course!
Thing is, i ONLY want the animation to play during the land state, no movement, no option to jump instantly etc. (if you jump off a chair, your knees need to bend and straighten again before you can jump or move, its pyhsicaly impossible to do otherwise - the character needs to reflect that), its only a 3 frame animation at 15 fps, so its real short. I have another animation for turning which will need to work the same way, once I figure this one out!
Once this animation has finished, THEN, and only then, we can move on to the next state.