gamedev-skills/awesome-gamedev-agent-skills

godot-2d-movement

Implement 2D kinematic character movement in Godot 4.7 with CharacterBody2D and moveandslide(): platformer run/jump with gravity, top-down 8-direction motion, slope handling, and reading collisions.

Quelltext ansehen

Verwendung

  1. Installationsbefehl kopieren und das Quellpaket vor der Installation in der eigenen Agentenumgebung prüfen.
  2. Benötigte Werkzeuge, Zugangsdaten und Hosts im Original prüfen.
  3. Eingabe und gewünschtes Ergebnis beschreiben und die Ausgabe mit den Quellen abgleichen.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement

Vor dem Start

  • Die Installation umfasst weder Modellabo noch API-Kontingent oder Dateizugriffsrechte.
  • Sterne und Installationen zeigen Aktivität, keine unabhängige Qualitäts- oder Sicherheitsprüfung.
Originales Skill-Dokument

Aus dem Quell-Repository gerendert; Überschriften, Beispiele, Code, Tabellen, Links und Bilder bleiben erhalten.

Godot 2D Movement (4.x)

Build responsive 2D character controllers with CharacterBody2D and the argument-less move_and_slide(). Targets Godot 4.7.

When to use

  • Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +

jump) or top-down (free 8-direction), slope walking, or wall/floor detection.

  • Use when move_and_slide() "does nothing", the character sinks through floors, or

is_on_floor() is always false.

When not to use:* dynamic rigid bodies, areas, raycasts, collision layers → godot-physics; tile-based levels → godot-tilemap; full platformer game template → the platformer genre skill; engine-agnostic feel tuning → physics-tuning.

Core workflow

  1. Use `CharacterBody2D` with a CollisionShape2D child. It is script-driven: it

does not fall or react to forces on its own.

  1. Set the `velocity` property, then call `move_and_slide()` (no arguments in 4.x).

The method reads velocity, moves the body, slides along surfaces, and updates velocity to reflect what actually happened.

  1. Do it in `_physics_process(delta)` — move_and_slide() uses the physics step's

delta internally, so do not multiply velocity by delta yourself.

  1. Platformer: add gravity to velocity.y each tick, jump by setting velocity.y

negative when is_on_floor().

  1. Top-down: build a direction from input and scale by speed; set

motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.

  1. Read results with is_on_floor(), is_on_wall(), get_wall_normal(), and

get_slide_collision(i) after the call.

Patterns

1. Platformer controller (gravity, jump, slopes)

gdscript
extends CharacterBody2D

@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0          # pixels/sec^2 (tune to taste)

func _physics_process(delta: float) -> void:
    # Apply gravity while airborne.
    if not is_on_floor():
        velocity.y += gravity * delta

    # Jump only when grounded (Input action set in Project Settings > Input Map).
    if Input.is_action_just_pressed("jump") and is_on_floor():
        velocity.y = jump_velocity

    # Horizontal input: -1, 0, or 1.
    var dir := Input.get_axis("move_left", "move_right")
    if dir != 0.0:
        velocity.x = dir * speed
    else:
        velocity.x = move_toward(velocity.x, 0.0, speed)   # decelerate to a stop

    move_and_slide()   # 4.x: no arguments; uses and updates `velocity`

A fixed gravity export keeps tuning simple. To follow the project setting (Physics > 2D > Default Gravity) and any Area2D gravity overrides instead, use velocity += get_gravity() * delta, as the built-in CharacterBody2D script template does.

2. Top-down 8-direction movement

gdscript
extends CharacterBody2D

@export var speed := 220.0

func _ready() -> void:
    motion_mode = CharacterBody2D.MOTION_MODE_FLOATING  # no floor/ceiling concept

func _physics_process(_delta: float) -> void:
    # get_vector returns a normalized-ish Vector2 from four input actions.
    var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
    velocity = input * speed
    move_and_slide()

3. Reading slide collisions after moving

gdscript
func _physics_process(delta: float) -> void:
    # ... set velocity ...
    move_and_slide()
    for i in get_slide_collision_count():
        var c := get_slide_collision(i)
        var other := c.get_collider()
        if other and other.is_in_group("enemies"):
            take_damage(1)        # touched an enemy while moving

4. Coyote time (forgiving jump just after leaving a ledge)

gdscript
@export var coyote_time := 0.1
var _coyote := 0.0

func _physics_process(delta: float) -> void:
    if not is_on_floor():
        velocity.y += gravity * delta
        _coyote -= delta
    else:
        _coyote = coyote_time

    if Input.is_action_just_pressed("jump") and _coyote > 0.0:
        velocity.y = jump_velocity
        _coyote = 0.0
    # ... horizontal input + move_and_slide() ...

Pitfalls

  • 3.x signature is gone. move_and_slide(velocity) (returning the new velocity) was

removed. In 4.x set the velocity property and call move_and_slide() with no args. move_and_slide(velocity, Vector2.UP) will not parse.

  • Multiplying velocity by delta. move_and_slide() already accounts for the physics

delta. Setting velocity = dir * speed * delta makes the body crawl.

  • Movement in `_process` instead of _physics_process causes frame-rate-dependent,

jittery motion. Always move in _physics_process.

  • `is_on_floor()` always false when up_direction is wrong (default Vector2.UP),

there is no CollisionShape2D, or you never called move_and_slide() this frame.

  • Sinking through floors usually means the collision shape is missing/zero-sized, the

floor body is on a layer this body's mask doesn't include, or you moved the body via position += instead of velocity + move_and_slide().

  • Slope slipping while idle: keep floor_stop_on_slope = true (default) and raise

floor_snap_length (default 1 px) so the body sticks to downward slopes.

References

  • For one-way platforms, moving platforms, jump buffering, variable jump height, and

move_and_collide() (manual collision response), read references/controller-recipes.md.

Related skills

  • godot-physics — collision layers/masks, areas, raycasts, rigid bodies.
  • godot-tilemap — building the levels this character walks on.
  • godot-animation — driving sprite/skeletal animation from movement state.
  • camera-systems — follow camera, deadzone, and look-ahead that track this character.
  • platformer / input-systems — full genre template and rebindable input.
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