When there is second ''stop'' in other key Animation doesn't play at all
but when "stop " is only in one key its plays
doesn't work

onready var _animated_sprite = $body

func control(delta):

	var rot_dir=0
	
	if Input.is_action_pressed("right"):
		rot_dir +=1
		
		_animated_sprite.play("trekcs")
	else:
		_animated_sprite.stop()
		
	if Input.is_action_pressed("left"):
		rot_dir -=1
		#_animated_sprite.play("trekcs")

	rotation+=Rotation_speed*rot_dir*delta
	velocity=Vector2()
	
	if Input.is_action_pressed("forward"):
		velocity=Vector2(max_speed,0).rotated(rotation)
		
		_animated_sprite.play("trekcs")
	else:
		_animated_sprite.stop()
	
	if Input.is_action_pressed("back"):
		velocity=Vector2(-max_speed/2,0).rotated(rotation)
		#_animated_sprite.play("trekcs")

this works when stop func in just one place

onready var _animated_sprite = $body

func control(delta):

	var rot_dir=0
	
	if Input.is_action_pressed("right"):
		rot_dir +=1
		
		_animated_sprite.play("trekcs")
	else:
		_animated_sprite.stop()
		
	if Input.is_action_pressed("left"):
		rot_dir -=1
		#_animated_sprite.play("trekcs")

	rotation+=Rotation_speed*rot_dir*delta
	velocity=Vector2()
	
	if Input.is_action_pressed("forward"):
		velocity=Vector2(max_speed,0).rotated(rotation)
		
		_animated_sprite.play("trekcs")
	
	if Input.is_action_pressed("back"):
		velocity=Vector2(-max_speed/2,0).rotated(rotation)
		#_animated_sprite.play("trekcs")

That logic is faulty.

If any of the is_action_pressed() calls is false, then stop() is called.

You should call stop() only if all of the is_action_pressed() calls are false.

    DaveTheCoder I already tried

    func control(delta):
    
    	var rot_dir=0
    	_animated_sprite.stop()
    	
    	if Input.is_action_pressed("right"):
    		rot_dir +=1
    		
    		_animated_sprite.play("trekcs")
    	
    		
    	if Input.is_action_pressed("left"):
    		rot_dir -=1
    		
    		_animated_sprite.play("trekcs")
    
    	rotation+=Rotation_speed*rot_dir*delta
    	velocity=Vector2()
    	
    	if Input.is_action_pressed("forward"):
    		velocity=Vector2(max_speed,0).rotated(rotation)
    		
    		_animated_sprite.play("trekcs")
    #	
    	
    	if Input.is_action_pressed("back"):
    		velocity=Vector2(-max_speed/2,0).rotated(rotation)
    		
    		_animated_sprite.play("trekcs")

    but its doesn't work either

    Use print statements or debugger break points to see exactly which play() and stop() calls are getting executed.

      DaveTheCoder its difficult
      I don't get it But what i noticed That
      when there is no #_animated_sprite.stop() in the code at all At
      run sprite starts animate itself without pressing any keys But
      when there is one _animated_sprite.stop() in the code At
      run animation doesn't play itself until the key is pressed For
      ex.

      if Input.is_action_pressed("right"):
      		rot_dir +=1
      		_animated_sprite.play("trekcs")
      	else:
      		_animated_sprite.stop()

      okay So I don't get it how the logic is working there So
      I moved "if" in other separate one...

      if Input.is_action_pressed("back") or Input.is_action_pressed("forward") or Input.is_action_pressed("right") or Input.is_action_pressed("left"):
      		_animated_sprite.play("trekcs")
      	else:
      		_animated_sprite.stop()

      and it worked
      thanks for supporting @"DaveTheCoder"