Mode d’emploi
- Copiez la commande et examinez le paquet avant de l’installer dans votre environnement agent.
- Consultez le document original pour les outils, identifiants et environnements requis.
- Décrivez les entrées et le livrable souhaité ; comparez la sortie aux sources.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill godot-2d-movementAvant de commencer
- L’installation n’inclut ni abonnement au modèle, ni quota API, ni accès aux fichiers.
- Étoiles et installations reflètent l’activité, pas un test indépendant de qualité ou de sécurité.
Rendu depuis le dépôt source en conservant titres, exemples, code, tableaux, liens et images.
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
- Use `CharacterBody2D` with a
CollisionShape2Dchild. It is script-driven: it
does not fall or react to forces on its own.
- 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.
- Do it in `_physics_process(delta)` —
move_and_slide()uses the physics step's
delta internally, so do not multiply velocity by delta yourself.
- Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.y
negative when is_on_floor().
- Top-down: build a direction from input and scale by speed; set
motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.
- 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)
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
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
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 moving4. Coyote time (forgiving jump just after leaving a ledge)
@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_processcauses frame-rate-dependent,
jittery motion. Always move in _physics_process.
- `is_on_floor()` always false when
up_directionis wrong (defaultVector2.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.

