Godot FlipH problem

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:bust_in_silhouette: Asked By Bidoofking756

So basically I am making a prototype for my game right now, and I am having a problem with Godot flip h. In the game, when I try and flip h, half of the image is out of the collisionshape2D. I am not sure how to fix this.

here is my code:
extends KinematicBody2D
const gravity = 20
const jump = -400
const acceleration = 5
const Floor = Vector2(0, -1)
const max_speed = 2

var velocity = Vector2()
var onground = true
func _physics_process(delta):

if Input.is_action_pressed("ui_right"):
		velocity.x += acceleration 
		if velocity.x > min(velocity.x+acceleration, max_speed ):
			$AnimatedSprite.flip_h = false 
			$AnimatedSprite.play("Run")
elif Input.is_action_pressed("ui_left"):
		velocity.x -= acceleration 
		if velocity.x > min(velocity.x-acceleration, -max_speed): 
			$AnimatedSprite.flip_h = true 
			$AnimatedSprite.play("Run")
else: 
	velocity.x = 0 
	$AnimatedSprite.play("Idle")

if Input.is_action_pressed("ui_up"):
	if onground == true:
		$AnimatedSprite.play("Jump")
		velocity.y = jump 
		onground = false
		$AnimatedSprite.play("Idle")
		if velocity.y < 0:
			$AnimatedSprite.play("Jump")

if is_on_floor():
	onground = true 
else:
	onground == false

	if velocity.y< 0:
		$AnimatedSprite.play("Jump")
	else:
		$AnimatedSprite.play("Fall")

velocity.y +=gravity
velocity = move_and_slide(velocity, Floor)

:bust_in_silhouette: Reply From: Holm

The AnimatedSprite has a “centered” option (see in inspector). This should be enabled and the AnimatedSprite should be centered at the CollisionShape2D.