func _physics_process(delta):
var axis = get_input_axis()
print(Jumping)
if axis == Vector2.ZERO:
if Jumping == false:
animatedSprite.animation = "Cap_off_idle"
apply_friction(ACCELERATION * delta)
else:
if Jumping == false:
animatedSprite.animation = "WalkRight"
apply_movement(axis * ACCELERATION * delta)
All I did there was indent movement lines to the right, so they are under condition of jumping being false. If I understood your code correctly, that means moving will not be allowed when in the air