If you're lazy like me, corkscrews are very easy to implement into worlds. The red block is an active in group 0, making it an obstacle. Collision with this is only active when the player is on the ground and travelling above a specific speed.
The corkscrew itself is then split into two pieces, one on layer 2, the 2nd piece on layer 3.
As for animation, you could possibly use the flip animation used for corkscrews and determine the frame via the players X position on the current corkscrew piece, which I haven't tried. Or again a lazy technique, force the players rolling/jumping animation whilst corkscrewing.