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.

View source

How to use

  1. Copy the installation command and review the source package before installing it in your own agent environment.
  2. Check the source document for required tools, credentials and supported hosts.
  3. Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movement

Before you start

  • Installation does not include a model subscription, API allowance or permission to access your files.
  • Repository stars and installation counts describe activity, not an independent quality or security test.
Original skill document

Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.

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.
from this repository

More skills

All skills
gamedev-skills
Community

godot-3d-essentials

Set up a Godot 4.7 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.

1h installs
14
GitHub stars
6.3K
Updated
Oct 28
gamedev-skills
Community

godot-animation

Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. Call Method tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via createtween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.

1h installs
13
GitHub stars
6.3K
Updated
Oct 28
gamedev-skills
Community

godot-audio

Play and mix audio in Godot 4.7: AudioStreamPlayer (2D/3D variants), audio buses with volume/mute and effects, music vs SFX routing, db/linear volume, and precise sync-to-beat playback timing. Use when playing sounds or music in a Godot project, routing AudioStreamPlayer nodes to buses, adjusting bus volume via AudioServer, or syncing gameplay to the beat.

1h installs
13
GitHub stars
6.3K
Updated
Oct 28
gamedev-skills
Community

godot-multiplayer

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpcid()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

1h installs
13
GitHub stars
6.3K
Updated
Oct 28