Thanks for that kindly answer. The function is called via the signal of an Area2D:
func _on_Hit_Box_Bomb_area_entered(area: Area2D) -> void:
is_alive = true
toedlich()
The thing I tried to do, is to give my hero (Flint) an Area2D, that detects all the enemies-Areas2D that are killing him (tödlich). so I need just one Area for different harmful enemies, if the layers and masks are properly used. other enemies, that are harmless, are detected by another Area2D and another signal.
I tried that. Indeed, there was a difference. It at least tried to play the sequence of another animation, that is in a function right similar:
func harmlos():
if is_alive == false:
spriteFlint.play("Flint_Faellt")
yield(spriteFlint, "animation_finished")
is_alive = true
this function is called via signal:
func _on_HarmlosArea2D_body_entered(body: Node) -> void:
is_alive = false
harmlos()
it can't be that tricky, can it? :-)
have a nice day!